Hi, i'm making a UHC plugin, and i've download PureEntitiesX to add mobs. But they can only spawn by eggs, and not naturally. I made researches about that and I found that the plugin has a EnableSpawning and EnabledWorlds variables. How to change these variables?
I think you'd be better off by using command blocks to implement this on the official Bedrock Dedicated Server. UHC really wouldn't be a lot of fun with PMMPs lacking implementation of survival things
I'm making it as a base to multiples futures plugins like mole UHC, and others... I just reimplemented PureEntitiesX and it works sometimes, one time for me, when a rabbit suddently appear and it was the only naturally spawned mob. I'm trying to see why it doesn't work for me, when I install the plugin, I extract it in my plugins folder and that's it. Am I doing wrong?
By responding to your answer I found the solution (I guess), in plugin_data there is a config.yml ♂️ <- This is a facepalm emoji But I don't know if I need to change something...
Code: # Default Config File for PureEntitiesX # set where entities can spawn e.g ["world", "flat"], or leave empty to allow entities to spawn in any level enabledworlds: [] # set how often the spawn and despawn task will be trigered spawn-task: trigger-ticks: 300 use-block-light: false use-sky-light: false # after how many ticks an entity gets despawned (if not tamed) despawn: after-ticks: 72000 # configuration of panic mode for some entities panic: enabled: true ticks: 100 # how long is an entity in panic mode # task definitions - to have full functionality, enable all! tasks: spawn: true # set to true to enable spawn/unspawn tasks async: true # set to true for mob equipment working and relogging tamed entities working looking: true # set to true to enable entity interaction and enderman looking detection e.g. # when set to true the creeper will explode and also destroy blocks creeper: block-breaking-explosion: false breeding: emit-love-particles-constantly: true # control logfile logging # possible: debug, warn, info # in productional environment info or warn should be set - otherwise it will take a lot of performance! logfile: loglevel: info # describes the distances that are used for specific actions distances: interact: 3 # defines until which distance an interaction with an entity is possible find-partner: 49 # defines whe maximum distance when love mode is active and is searching for another partner tamed-teleport: 20 # defines how many blocks the player can move until the tamed entity teleports to it's owner (when not sitting) tamed-follow-player: 14 # defines the distance between owner and tamed entity when it stops wandering around and get back to player ticks: block-interest: 100 # defines how many ticks pass by before the block of interest check kicks in idle: chance: 80 # 20 percent of idle after walking around min-idle: 100 # minimum idle in ticks max-idle: 500 # max idle in ticks time-between-idle: 20 # time that has to pass at least between each idling status in seconds # control max spawning values ... max-spawn: bat: 2 chicken: 5 cow: 5 horse: 10 # also donkeys and so on ... ocelot: 2 parrot: 3 pig: 5 rabbit: 5 sheep: 5 blaze: 5 cavespider: 5 creeper: 5 enderman: 5 ghast: 5 irongolem: 0 magmacube: 5 pigzombie: 5 skeleton: 5 slime: 5 spider: 8 wolf: 5 zombie: 5 # control spawn probability with each spawn run for each entity # probability is configured as percent (20 means 20% chance of spawning) probability: bat: 20 chicken: 20 cow: 20 horse: 10 ocelot: 20 parrot: 30 pig: 20 rabbit: 20 sheep: 20 blaze: 10 cavespider: 20 creeper: 20 enderman: 5 ghast: 10 irongolem: 1 magmacube: 10 pigzombie: 10 skeleton: 10 slime: 20 spider: 20 wolf: 20 zombie: 20 # please only tune the following when you know what you're doing ;) performance: check-target-tick-skip: 5 # the lower the value the more performance it takes check-interactive-ticks: 10 # how often does the plugin check if an interactive button is displayed - the lesser the value the more performance is needed check-interactive-correction: true # setting this to true the interactive button finding is a lot better but more unprecise and consumes more performance check-enderman-looking: 10 # how often does the plugin check if a player looks at an enderman check-pickup-loot: 10 # how often do entities look after things they can pick up (configure ticks between checks) enable-logging: false # enable file logging (set to false for productive environments) enable-nbt-storage: true # enable to store to NBT - this has to be set to true to work properly # mob equipment configuration mob-equipment: # each entity is configured here! zombie: # chances for pickup loot, wearing armor and weapon in percent for easy|normal|hard wear-pickup-chances: can-pickup-loot: easy: 0 normal: 55 hard: 75 armor: easy: 0 normal: 15 hard: 20 weapon: easy: 1 normal: 10 hard: 20 # chances of different armor pieces, per difficulty (easy|normal|hard) wear-chances: helmet: easy: 100 normal: 100 hard: 100 helmet-chestplate: easy: 75 normal: 75 hard: 90 helmet-chestplate-leggings: easy: 56 normal: 56 hard: 81 full: easy: 42 normal: 42 hard: 73 # chances of different armor pieces, per difficulty armor-types: leather: 37 gold: 48 chain: 13 # not used yet iron: 2 diamond: 1 zombiepigman: # chances for pickup loot, wearing armor and weapon in percent for easy|normal|hard wear-pickup-chances: can-pickup-loot: easy: 0 normal: 55 hard: 75 armor: easy: 0 normal: 15 hard: 20 weapon: easy: 1 normal: 10 hard: 20 # chances of different armor pieces, per difficulty (easy|normal|hard) wear-chances: helmet: easy: 100 normal: 100 hard: 100 helmet-chestplate: easy: 75 normal: 75 hard: 90 helmet-chestplate-leggings: easy: 56 normal: 56 hard: 81 full: easy: 42 normal: 42 hard: 73 # chances of different armor pieces, per difficulty armor-types: leather: 37 gold: 48 chain: 13 # not used yet iron: 2 diamond: 1