PROGRESSIVE MOB WAVE ACTIVATIONS
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A powerful yet simple and lightweight mod for modpack authors and players who want to add a progressive, intense, and urgent feel to their gameplay.
With this mod, you can limit any mobs from any mod based on the amount of days that have passed in your world, or give a requirement of killing any other entity as a trigger to enable them. When a new mob activates, a custom message can show in chat to let players know it has been enabled.
The mod prevents restricted mobs from spawning until the day count or specific mob death requirement is met. Mobs can still spawn from spawn eggs or summon commands at a player location, but any other spawn will be cancelled, even from mob spawners and other spawn mechanisms. Since mob spawns are weighted and affect each other, activated mobs will spawn more, leading to much more potential variety in game experiences.
Everything works via a simple config text file, with a simple list format based on groups of three elements per restriction. Activation messages are optional, and the mod includes bonus optional features like resetting back a select number of days if all overworld players die, or broadcasting messages each morning to let you know the day count. The mod also includes a command /resetpmwa (day_count) (showmessage?), providing additional control to be able to reset mob death requirements and change the registered day count to any amount.
You can add as many restriction entries as you want, all in the format: "entity:id,color:Activation message,Requirement". Entity IDs for any mob can easily be found by looking through the vanilla /summon command options.
For example, if you wanted to disable zombies from spawning until day 2 in the world, giving a red message of "THE HORDE HAS ARRIVED" when the counter reaches day 2, here's an entry that would do so:
"minecraft:zombie,red:THE HORDE HAS ARRIVED,2"
Or if you wanted to disable withers from spawning until an enderdragon has been killed, with a black message of "You have slain the dragon. Now the wither can spawn", here's an entry for that:
"minecraft:wither,#000000:You have slain the dragon. Now the wither can spawn,minecraft:ender_dragon" (You can use words or hex codes for colors. Note how simply adding the ID of a mob to be killed will register it as a requirement)
Or you could restrict a mob without needing to add any activation message at all. Here's an example where cows will start spawning on day 10, with no activation message:
"minecraft:cow,,10"
Or perhaps you want to work with modded mobs. You could add any kind of restrictions between these. Here's an example for if you wanted to restrict void worms from Alex's mobs to require having killed an Ignis boss from L Ender's Cataclysm. Gold message says "Killing the fire lord has spawned a deadly worm from the void".
"alexsmobs:void_worm,gold:Killing the fire lord has spawned a deadly worm from the void,cataclysm:ignis"
Or you could use it with my other mod, ArPhEx. (Example restricts the spider moth to start spawning on day 10, unsummonable until then too - dark red message "The Spider Moth has arrived. Beware the thunderstorms...").
"arphex:spider_moth,dark_red:Day 10: The Spider Moth has arrived. Beware the thunderstorms...,10" Recommended mostly for mobs that spawn naturally, rather than summonable bosses, but it works for both.
You can add as many mobs as you want, spread across as many days or mob kill requirements as you want. There are no specific restrictions, enabling highly fine-grained control. It's an extra sprinkle on top of any modpack, adding feelings of dynamism and anticipation.
Since activation messages are not required for every mob, if you enable multiple mobs at a time, you could just add an activation message on one of them that says what you want to say. Or you could add placeholder mobs if you want to add custom messages on particular days without the other functionality.
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