Sokomine reports: jail and ban banshees for chea ... #5238
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Reference: your-land/bugtracker#5238
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Sokomine reports a bug:
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Thank you, Soko, for cheering me up a bit.
Until now, I firmly assumed that Banshees would appear exclusively on old bones. Otherwise, would I have fought and guarded other players bones in countless battles against Voice so that they could return to their bones? That seems to have been pretty stupid with today's experience. Would a rational player ever return to his bones at night just to help his comrades in battle?
Banshees are currently a bit unfair. Let's change them like so:
I still heard them screaming. But then I was immediately dead, about 15 blocks away from Prismatim's bones.
So if somebody would put bone blocks in their own plot in haven, the city would become much more dangerous?
Yes, you'd have to open the area of the block to get them to spawn though
The public farm is open, and players die there now and then. It's probably unlikely that banshees would appear there - but apparently they could. Which would be very bad.
With all the proof of cheating Alias found, I'd still say: Jail banshees until they learn how to behave!
My first death was due to a banshee in the public tree farm and that wasn't a pleasant experience. Maybe it should be possible to declare banshee free areas? That could be a property only staff can apply, just to avoid banshee spawns in the spawn area.
This. I know the banshees are basically meant to be a way to screw with players who constantly die like say in the nether, but I've had many fears with this system, with JeCel's example being my primary issue (what if you could just set up bones in such a way that a banshee spawns in like haven? )
I think the certain areas should have banshee spawning impossible by default, like say the city areas of major settlements or during ongoing voice fights.
I never understood why hostile mobs are allowed to spawn on protected open areas, in the first place.
A simple public farm becomes a haven (pun intended) for mimes and tree monsters.
I'm guessing there must be some good reason why it's like that, but I cannot think of any.
I say if an area is protected then no mobs spawn, no matter whether open or not.
They may not be able to distinguish between unprotected and open areas...
Anyway: Banshees are not only a problem in the public farm. Jail them!
i've pushed a change which implements 1 and 3:
d737868704
#2 is trickier and will probably require rewriting the banshee's attack entirely instead of making use of mobs_redo's built-in functionality.
i also need to make sure this code is part of yl_spawnit for whenever that gets deployed.
normally I would jokingly suggest an option 4 which is to hug the banshee before it manages to grab you but I see players haven't had much luck with that
banshees will now give a player a 10 second warning before killing them. note that this does not reset if the player dies and returns to the area, if the banshee hasn't targeted someone/something else (a banshee wiped the floor with a mime that attacked it in my tests).
a282125f10
for reference, the issue about keeping monsters from spawning in open areas in haven (or elsewhere) is #4581
QA
I assume banshee spawnit overrides the linked banshee spawning code in the mobs_banshee mod?
2023-12-04 15:44:07: ACTION[Server]: [mobs_banshee] can't spawn on player-placed bones
2023-12-04 15:53:55: ACTION[Server]: [mobs_banshee] can't spawn on fresh bones
2023-12-04 00:34:28: ACTION[Server]: [mobs_banshee] can't spawn because players are too close
2023-12-04 17:39:50: ACTION[Server]: [mobs_banshee] spawning @ (3642,36,1481)
Also no spawn in areas, since it's a dangerous mob and I got a warning before it killed me. Apparently works.
Nice!
yes, but it does a similar check: https://gitea.your-land.de/flux/yl_spawnit/src/branch/main/mobs_banshee.lua
it's a pretty good example of how to add custom conditions to mob spawning in spawnit.
assuming this is live