Unfreeze mobs
Closed this issue · 2 comments
d-513 commented
I was updating to 1.17 so I replaced SAML with FarmControl and now my mobs remain frozen even though I set the config up so that on interaction they would unfreeze. any ideas?
config
# Configuration for FarmControl.
# Plugin page: https://www.spigotmc.org/resources/86923/
# GitHub: https://github.com/froobynooby/FarmControl
# Please don't change this!
version: 3
# Every how many ticks should we run the profile check / action cycle?
cycle-period: 600
# These settings can be specified per world.
# * Note: If a world is not specified or if a setting is missing, it will use the settings listed under the default
# section.
world-settings:
default:
# Which profiles (as given in profiles.yml) should we run?
profiles:
# These profiles are constantly run.
proactive:
- soft-nerf-animal-farms
# - trim-animal-farms
# - trim-sparse-animal-farms
# These profiles only run when the server is performing poorly and are progressively undone as performance
# improves (as defined under the reactive-mode-settings).
# * Note: It is generally preferable to ensure your server's performance doesn't degrade in the first place,
# rather than try to mitigate it. That said, there are some reasonable use cases for this mode, such as
# allowing your players to keep larger farms at the cost of nerfing them when performance begins to degrade.
reactive:
# - hard-nerf-animal-farms
# - freeze-animal-farms
# These settings concern the reactive mode for triggering profile check / action cycles.
reactive-mode-settings:
# Below what TPS should the reactive mode be triggered?
trigger-tps-threshold: 18.0
# Above what TPS should the reactive mode be untriggered, and actions undone.
untrigger-tps-threshold: 19.9
# These settings concern how the plugin should handle undoing actions performed on mobs once the reactive mode has
# been untriggered.
untrigger-settings:
# How many cycles of the reactive mode being untriggered should have to pass before any actions are undone?
minimum-cycles-before-undo: 10
# At most how many mobs should have their actions undone per cycle?
maximum-undos-per-cycle: 40
# How much should an entity contribute to the maximum-undos-per-cycle limit?
# * For example, if maximum-undos-per-cycle was 40 and the entity-undo-weight for villagers was 5, at most 8
# villagers could have their actions undone (since 5 * 8 = 40).
# * If an entity type is not specified, the value under default will be used.
entity-undo-weight:
default: 1
villager: 5
# These settings concern when we should exclude a mob from having actions applied to them.
exclusion-settings:
# Should we not perform actions on tamed mobs?
tamed: true
# Should we not perform actions on named mobs?
named: true
# Should we not perform actions on mobs in love-mode (breeding animals)?
love-mode: true
# Should we not perform actions on mobs that are leashed?
leashed: true
# Should we not perform actions on mobs that are younger than this value (in ticks)?
younger-than: 0
# Which types of mobs should we not perform actions on?
type:
- dog
- pig
# For which metadata should we not perform actions on a mob?
# * Some plugins will add metadata to mobs that they spawn or use. This setting allows you to exclude those mobs
# from having actions performed on them by this plugin.
metadata:
- Elitemob # Elite mobs from the plugin EliteMobs.
- Elitemobs_NPC # NPCs from the plugin EliteMobs.
- Supermob # Super mobs from the plugin EliteMobs.
- infernalMetadata # Infernal mobs from the plugin InfernalMobs.
- NPC # NPCs from the plugin Citizens.
- shopkeeper # Shopkeepers from the plugin Shopkeepers.
# These settings concern properties of actions.
action-settings:
# These settings concern when an action should be undone, and can be specified per action.
# * Note: If an action is not specified, or if an option is blank, the settings listed under default will be
# used.
undo-on:
default:
# Should we undo this action when the mob is interacted with?
interact: true
# Should we undo this action when the mob is damaged?
damage: true
# Should we undo this action when the mob is targeted by another entity (e.g. a zombie targeting a villager)?
target: true
# Should we undo this action when the mob is tempted by a player (e.g. a cow tempted a player holding wheat)?
tempt: true
remove-ai:
interact: true
damage: true
target: true
remove-awareness:
interact: true
damage: true
target: true
disable-collisions:
tempt: true
# These settings concern how we determine the TPS.
# * Only touch these settings if you know what you're doing.
tps-tracker-settings:
# Over how many ticks should we collect tick durations for calculating the TPS?
# * Setting this too high will make the TPS very slow to react to changes.
# * Setting this too low will make the TPS volatile.
collection-period: 1200
# By how much (in percent) should we allow the tick durations we use to calculate the TPS vary from the average
# tick duration.
# * This is used for smoothing the TPS; making sure it's not heavily affected by sudden large lag spikes, such as
# those caused by garbage collections or world-saves.
# * Setting this to 0 will mean your TPS will never change - don't do that.
trim-outliers-to-within: 100.0
# These are additional settings that apply if you are using Paper as your server software.
paper-settings:
# These settings concern how we determine the server's MSPT.
# * Only touch these settings if you know what you're doing.
mspt-tracker-settings:
# Over how many ticks should we collect tick durations for calculating the MSPT?
# * Setting this too high will make the MSPT very slow to react to changes.
# * Setting this too low will make the MSPT volatile.
collection-period: 1200
# By how much (in percent) should we allow the tick durations we use to calculate the MSPT vary from the average
# tick duration.
# * This is used for smoothing the MSPT; making sure it's not heavily affected by sudden large lag spikes, such
# as those caused by garbage collections or world-saves.
# * Setting this to 0 will mean your MSPT will never change - don't do that.
trim-outliers-to-within: 100.0
# These settings can be specified per world.
# * Note: If a world is not specified or if a setting is missing, it will use the settings listed under the default
# section.
world-settings:
default:
# These are alternative settings for reactive-mode if you are using Paper, allowing the use of MSPT over TPS.
alternative-reactive-mode-settings:
# Should these alternative settings be used?
use-alternative-settings: false
# Above what MSPT should the reactive-mode be triggered?
trigger-mspt-threshold: 47.0
# Below what MSPT should the reactive-mode be untriggered?
untrigger-mspt-threshold: 40.0
profiles
# Please visit https://github.com/froobynooby/FarmControl/wiki/Profiles for help with making profiles.
profiles:
# Remove random movements and disable collisions of mobs in animal farms
soft-nerf-animal-farms:
group:
types:
- "category:animal"
count: 15
distance: 5
actions:
- remove-random-movement
- disable-collisions
# Remove the awareness of mobs in animal farms
hard-nerf-animal-farms:
group:
types:
- "category:animal"
count: 15
distance: 5
actions:
- remove-awareness
- disable-collisions
# Remove the AI of mobs in animal farms
freeze-animal-farms:
group:
types:
- "category:animal"
count: 15
distance: 5
actions:
- remove-ai
- disable-collisions
# No more than 20 animals (all of the same type) within close proximity
trim-animal-farms:
group:
types:
- "category:animal"
count: 21
distance: 5
pure: true
actions:
- kill
# No more than 50 animals (all of the same type) sparsely placed (within 160 blocks of each other)
trim-sparse-animal-farms:
group:
types:
- "category:animal"
count: 51
distance: 160
pure: true
actions:
- kill
# No more than 10 villagers per chunk
trim-villager-chunks:
group:
types:
- "villager"
count: 11
distance: same-chunk
actions:
- kill
froobynooby commented
Just realised you were in the Paper discord just now
FarmControl will only re-enable awareness/AI of mobs where it was the plugin to remove it in the first place. This is so it doesn't interfere with other plugins or mobs that you specifically spawned in without AI. And for what it's worth, if the problem was that mobs were missing awareness and not AI then it must've been another plugin than SAML, since SAML only applies the NoAI tag