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config.yml
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#
# MusterCull
# Bukkit plug-in default configuration file.
limits:
- type: RABBIT
culling: DAMAGE
limit: 10
range: 144
- type: RABBIT
culling: SPAWN
limit: 10
range: 144
- type: CREEPER
culling: SPAWN
limit: 10
range: 144
- type: CREEPER
culling: DAMAGE
limit: 10
range: 144
- type: CREEPER
culling: MERGE
limit: 5
range: 144
spawnDelay: 3
multiplier: 1
multiplierLimit: 8
- type: SKELETON
culling: SPAWNER
limit: 10
range: 144
- type: SKELETON
culling: SPAWN
limit: 10
range: 144
- type: SKELETON
culling: DAMAGE
limit: 10
range: 144
- type: SKELETON
culling: MERGE
limit: 5
range: 144
spawnDelay: 5
multiplier: 1
multiplierLimit: 10
- type: SPIDER
culling: SPAWNER
limit: 10
range: 144
- type: SPIDER
culling: SPAWN
limit: 10
range: 144
- type: SPIDER
culling: DAMAGE
limit: 10
range: 144
- type: SPIDER
culling: MERGE
limit: 5
range: 144
spawnDelay: 5
multiplier: 1
multiplierLimit: 10
- type: ZOMBIE
culling: SPAWNER
limit: 10
range: 144
- type: ZOMBIE
culling: SPAWN
limit: 10
range: 144
- type: ZOMBIE
culling: DAMAGE
limit: 10
range: 144
- type: ZOMBIE
culling: MERGE
limit: 5
range: 144
spawnDelay: 3
multiplier: 1
multiplierLimit: 10
- type: CAVE_SPIDER
culling: SPAWNER
limit: 10
range: 144
- type: CAVE_SPIDER
culling: MERGE
limit: 4
range: 144
spawnDelay: 10
multiplier: 1
multiplierLimit: 20
- type: BLAZE
culling: SPAWNER
limit: 10
range: 144
- type: BLAZE
culling: MERGE
limit: 5
range: 144
spawnDelay: 5
multiplier: 1
multiplierLimit: 10
- type: PIG
culling: DAMAGE
limit: 10
range: 144
- type: PIG
culling: SPAWN
limit: 10
range: 144
- type: SHEEP
culling: DAMAGE
limit: 10
range: 144
- type: SHEEP
culling: SPAWN
limit: 10
range: 144
- type: COW
culling: DAMAGE
limit: 10
range: 144
- type: COW
culling: SPAWN
limit: 10
range: 144
- type: CHICKEN
culling: DAMAGE
limit: 10
range: 144
- type: CHICKEN
culling: SPAWN
limit: 10
range: 144
- type: SQUID
culling: DAMAGE
limit: 5
range: 144
- type: SQUID
culling: SPAWN
limit: 5
range: 144
- type: WOLF
culling: DAMAGE
limit: 10
range: 144
- type: WOLF
culling: SPAWN
limit: 10
range: 144
- type: MUSHROOM_COW
culling: DAMAGE
limit: 10
range: 144
- type: MUSHROOM_COW
culling: SPAWN
limit: 10
range: 144
- type: SNOWMAN
culling: DAMAGE
limit: 10
range: 144
- type: SNOWMAN
culling: SPAWN
limit: 10
range: 144
- type: OCELOT
culling: DAMAGE
limit: 10
range: 144
- type: OCELOT
culling: SPAWN
limit: 10
range: 144
- type: IRON_GOLEM
culling: DAMAGE
limit: 5
range: 144
- type: IRON_GOLEM
culling: SPAWN
limit: 5
range: 144
- type: VILLAGER
culling: DAMAGE
limit: 10
range: 144
- type: VILLAGER
culling: SPAWN
limit: 10
range: 144
- type: PIG_ZOMBIE
culling: SPAWN
limit: 5
range: 144
- type: PIG_ZOMBIE
culling: DAMAGE
limit: 5
range: 144
- type: PIG_ZOMBIE
culling: SPAWNER
limit: 8
range: 144
- type: PIG_ZOMBIE
culling: MERGE
limit: 4
range: 144
spawnDelay: 20
multiplier: 0.5
multiplierLimit: 30
- type: HORSE
culling: DAMAGE
limit: 15
range: 144
- type: HORSE
culling: SPAWN
limit: 15
range: 144
- type: GHAST
culling: DAMAGE
limit: 8
range: 144
- type: GHAST
culling: SPAWN
limit: 8
range: 144
- type: GUARDIAN
culling: SPAWN
limit: 6
range: 144
- type: GUARDIAN
culling: DAMAGE
limit: 6
range: 144
- type: GUARDIAN
culling: MERGE
limit: 5
range: 144
spawnDelay: 3
multiplier: 1
multiplierLimit: 10
# The amount of damage to apply to mobs which are considered crowded under the
# DAMAGE method of culling.
damage: 20
# The percent chance that a mob will be damaged if crowded under the DAMAGE
# method of culling.
damage_chance: 100
# The number of entities to damage each round of the laborer.
damage_count: 5
# The number of ticks between invocations of the damage method for mobs.
ticks_between_damage: 20
# Number of entities before the damage laborer cares to run.
mob_limit_damage: 10
# Percent of total entities a mob must be to be queued for damage.
mob_limit_percent_damage: 5
# Whether to print a message when mobs are damaged.
damage_notify: false
# Whether to print a message when mobs are merged.
merge_notify: false
# The number of entities to merge each round of the laborer.
merge_count: 5
# The number of ticks between invocations of the merge method for mobs.
ticks_between_merge: 30
# Number of entities before the merge laborer cares to run.
mob_limit_merge: 10
# Percent of total entities a mob must be to be queued for merge.
mob_limit_percent_merge: 5
# Whether to enable the monster cull to each world's spawn level.
enable_monster_cull_to_spawn: false
# Minimum % aggression factor for the monster cull pass.
min_monster_cull_aggression: -20
# Maximum % aggression factor for the monster cull pass.
max_monster_cull_aggression: 10
# Maximum % of monsters to kill in each monster cull pass
max_monster_cull_per_pass: 10
# The maximum number of living entities allowed to be loaded.
mob_max_mob: 4500
# mob_player_multiplier is multiplied by the number of online players.
# This number of how much smaller the mob cap is than mob_max_mob.
mob_player_multiplier: 6
# The number of ticks between invocations of the hardcap laborer for mobs.
# Minimum allowed tick gap is 200. Values lower than this are ignored.
ticks_between_hard_cap: 300
# Type of culling logic to use in the case of a hard-cap cull.
# Options:
# RANDOM - will produce random culling with equal weight to every living entity.
# PRIORITY - will produce priority based culling
#
# On priority based culling, we keep mobs in descending priority order.
# Priority 1 - Named mob.
# Priority 2 - High value persistent mobs (horses, villagers).
# Golems specifically not added as they can be auto'ed leading to an unfortunate culling scenario.
# Priority 3 - tame wolves, colored sheep, tame cats.
# Priority 4 - low value persistent mobs.
# Non Priority - non persistent mobs.
hard_cap_culling_strategy: PRIORITY
# For the hard cap culling using priority culling strategy, what is the percent
# of total mob population that a super-chunk (6 chunks) needs to contain in order to
# trigger a penalty purge. This would require running a purge specifically against this
# chunk in order to get the mob-counts in this chunk back to the average mob-per-chunk
# serverwide.
#
# Setting this value too high (disabling it in essence) will allow players to cause global cullings by
# by having high priority mobs (named/leash/horses) in large densities in their own chunks without
# a problem. By setting this to a reasonably percent, these player chunks would be first targeted
# by a culling in order to bring them down to the average mob-per-chunk value.
#
# NOTE: a value of 100 = 100%, a value of 15 = 15%, etc.
hard_cap_culling_priority_strategy_penalty_mob_percent: 9