Implemented Mob Despawn Whitelist

Discussion in 'Archive (Suggestion and Feedback)' started by Zxirl, Mar 21, 2015.

  1. Zxirl

    Zxirl Well-Known Member

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    I am not 100% on the mechanics, but currently it seems that every mob (passive/hostile) will despawn eventually. I am a fan of the mob limit and forced despawning of mobs once the limit is reached, but we need a whitelist or some other way to prevent a mob from despawning.

    Why? Well, this system is obviously implemented to help combat the fact that every person feels the need to set up huge, giant, poorly designed mob grinders which bring down the TPS on the server causing lag/etc. However, certain mods (namely Witchery) require certain mobs to be used from time to time, and it kind of sucks when you go do something with a different mod only to fly away from your chunk/ log out to find the mob has disappeared when you come back later.


    My testings:
    - Nametag does not work.
    - Safari Net/Jailer Safari Net does not work.
    - Soul Vial does not work.

    Suggestion:
    A) create a whitelist for mobs that won't get despawned once the limit is hit.
    or
    B) allow the vanilla mechanic of nametags (prevent despawning) to override the mob limit despawning
    or
    C) ??? other suggestions/options

    Looking for feedback on the idea to see what others think about this!

    thanks,con
     
  2. Slind

    Slind Founder

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    what mobs are required for witchery. We have a white-list which is set for bosses and can be extended easily.
     
    Last edited: Mar 21, 2015
  3. Zxirl

    Zxirl Well-Known Member

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    :D! This makes me happy; exactly the response I was hoping for!

    Witchery Mobs:
    - Demon [383:6396]
    - Treefyd [383:6398]
    - Owl [383:6401]
    - Toad [383:6402]
    - Coven Witch [383:6404]
    - Flame Imp [383:6413]
    - Hobgoblin [383:6415]

    Witchery Bosses:
    - Horned Huntsman [383:6399]
    - Baba Yaga [383:6403]
    - Death [383:6410]
    - Lord of Torment [383:6412]
    - Mog [383:6416]
    - Gulg [383:6417]

    90% of those mobs are summoned via ritual and used for trading or as a familiar.

    Coven Witch and Hobgoblin are the only two that spawn naturally; but they have a really low spawn rate and ..
    > Coven Witch > requires to be contracted, cannot be captured with a safari net
    > Hobgoblin > required for mining kobaldite, this is actually the main reason I wrote this post, because its an extremely rare chance that the hobgoblin will find the kobaldite (ie; I have been waiting for over 2 hours now and it hasn't found any ) Also, you have to give it a pickaxe which sucks bc they despawn with it :(

    Edit: A few other people have requested that villagers not be despawned also
     
  4. Ghast12345678910

    Ghast12345678910 Well-Known Member

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    Can you set it to wolves not despawning as well?
     
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  5. Zxirl

    Zxirl Well-Known Member

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    And Ocelots (tamed cats)

    Edit: Could we get an update? I don't want to start spawning mobs until I know they won't go poof
     
  6. Kronnn

    Kronnn Well-Known Member

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    While this is being discussed, can thuamcraft golems be added too?
     
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  7. Zxirl

    Zxirl Well-Known Member

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    Any update on this @Slind ?

    No rush; I know the server database and everything is experiencing difficulties currently.
     
  8. Ghast12345678910

    Ghast12345678910 Well-Known Member

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  9. Zxirl

    Zxirl Well-Known Member

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    Slind informed me that the mobs were being added today; so this thread can be closed :D
     
  10. Slind

    Slind Founder

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    for future reference:
    Code:
    EntityDemon
    EntityTreefyd
    EntityOwl
    EntityToad
    EntityCovenWitch
    EntityGoblin
    EntityHornedHuntsman
    EntityImp
    EntityBabaYaga
    EntityDeath
    EntityLordOfTorment
    EntityGoblinMog
    EntityGoblinGulg
    EntityBanshee
    EntitySpectre
    EntityPoltergeist
    
    on white list within the next few minutes.
     
    Last edited: Mar 26, 2015

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