This mod allows you to fully control and customize entity/mob spawns without affecting or conflicting with any other mods that does the same thing.
The goal of this mod is to stop entities from lagging your world or hurt your TPS and allow you to control the max spawn rate of any entities.
Features:
- Ability to limit the max number of a specific entity in a chunk that can spawn.
- Ability to limit the max number of a specific entity in a dimension/world that can spawn.
- Ability to use entity selectors instead of specific entity id.
- You can specify any entity using the mod id and name. By default the config is clean and doesn't affect anything.
- It is compatible with Bloodmoon. There is an option to disable the limit when under a blood moon event.
- It uses almost no server performance.
Discord(if you need any help): https://discord.gg/sHX77Db
Configuration Guide/Example(inside mobcontroller.cfg):
# Configuration File ########################################################################################################## # To add an entity, just specify it using this format: "modid:entityname" or use the entity selectors below: # Entity Selectors: # ----------- # all.living # all.water # all.ambient # all.mob # all.animal # ----------- # You can have any numbers of data as long as they are not duplicates. # # Data: # ----------- # "S:Chunk-Limit" (Limits the number of the entity in a chunk) # "S:Dim-Limit" (Limits the number of the entity in a dimension/world) # "S:Bloodmoon-Exception" (If it should make an exception on blood moon's spawns and don't limit whilst there is a blood moon event) # ----------- # # Note: This mod respects the vanilla/modded settings of pre-existing mods. It's only used if you need # reduce spawning of mobs of certain types. It cannot be used to increase mob spawns or whatever the default # value is. ########################################################################################################## "all.animal"{ S:Chunk-Limit=2 S:Dim-Limit=5 } "all.water"{ S:Dim-Limit=3 } "minecraft:zombie"{ S:Chunk-Limit=4 S:Bloodmoon-Exception=true } "minecraft:endermite"{ S:Dim-Limit=3 } "lefttodie:undead"{ S:Chunk-Limit:10 S:Bloodmoon-Exception=true }
If you're not gonna update or fix it can you change the license to MIT or similar open source license so that we can fix it and put out a new version?
In reply to Kreezxil:
I support this! Kreezxil keeps mods alive!
Hello
I plan to open a server (1.12/Spigot/Forge) in a few days. Your mod could be a solution for my need, I would like a confirmation please.
1) I am looking for an efficient solution (mod or plugin) to control the natural spawn of my mobs (passive/agressive) coming from Vanilla AND my mods = Be able to define their presence rate in the place they were supposed to be.
I will have these mobs mods below :
- https://minecraft.curseforge.com/projects/zoo-wild-animals-rebuild (1.12)
- https://minecraft.curseforge.com/projects/reptilemod (1.12)
- https://minecraft.curseforge.com/projects/hated-mobs (1.12)
- https://minecraft.curseforge.com/projects/primitive-mobs (1.12)
Do you think your mod could answer my current need please ?
2) A second and last question, what is the priority between an external mod (like your mod) which control the natural spawn of mobs and the spawn config from a mobs mod itself ?
Thank you for your help!
Ben
the config file is empty, is this normal?
How to restrict individual monsters or animals in mod? Can you write an example of a config?
Chunk-Limit=2
Limit the upper limit. Can raising this number raise the quantity limit?
Dim-Limit=5
Does this number specify dimension control? Or the number of dimensions? What is the effect of raising or lowering that number?
Discovered that you have strange way of controlling how mobs spawn.
all.living chunk limit set to 2
all.water chunk limit set to 2
all.mobs chunk limit set to 4
after the 2nd animal is spawned with spawn eggs, the others become invisible, they still spawn
if mob is a jockey mob and the mob being ridden is set to become invisible (not spawn), the jockey will become invincible, uninteractable, and non-moving.
In reply to Kreezxil:
In reply to TheAwesomeGem:
I am also having this issue! I've been getting complaints from players on my server that they can't place blocks in VERY specific locations, randomly scattered around the world. Loaded the world up in MCEdit & every location having this issue has an invisible entity. Thousands of them were scattered around my world!
I tried removing this mod after seeing Kreezxil's comment & all of a sudden I have literally thousands of mobs running around that were invisible & causing no load on server or client, but blocking anyone who tried to build on their position!
Forge Versions:
14.23.5.2815 - 14.23.5.2821
This mod is a huge help for controlling spawn rates, so if you need any more info please lmk!
Does this work on a MP server or just SP? Adding the .jar to the mods folder and starting the server did not create a config-file for me. Am I doing something wrong and it should work?
can this mod make mobs spawn 8 blocks away from a player instead of 24?
Pretty much all living entities like mobs, animals, etc.
Hiya. Trying out this mod in 1.12.2, the config file defaults to being completely blank. Is this intended? Going to try copy pasta'ing (most of) the guide in, to see if that works.
What does all.living and all.ambient target?
Suggestion: Have the config default to the guide config file, only with vanilla examples, so that people understand what's going on and what to change. And maybe include a description of the entity selectors for narbs like me. :)
In reply to ThatMechGuy:
In reply to TheAwesomeGem:
Has this been tested with mo creatures? I'm creating a map where I need mob spawning to be turned off, but mo creatures doesn't work with the vanilla no spawn command, so would this mod be able to stop the spawning?
In reply to PotatoStroker:
I'm experiencing a pretty unusual bug in 1.12.2. It appears that using the "all.mob" selector has allowed me to eliminate all monster spawns (if that's not working as intended, please advise; I'm still in testing).
However, my world has begun spawning hostile chickens. They sound like chicken jockeys, and chase and attack me like chicken jockeys, but the baby zombie isn't there.
If I am killed, it says a zombie killed me. JourneyMap does not recognize the chicken as a mob, only as a chicken.
Is it possible Mojang has changed the way chicken jockeys spawn?
Now, to clarify, does this only pertain to natural spawns or all spawning? If I use this to disable skeleton spawning, will I still be able to spawn skeletons with an egg or command?
In reply to MyNameIsGadda: