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Flying monster tracking range

Open NewwindServer opened this issue 1 month ago • 4 comments

Flying monsters are their own category for entity activation, but, for some strange reason they are bundled with regular monsters for entity tracking.

This is a problem because ghasts pop in very noticeably due to their size, this PR adds a way to increase their tracking range specifically to alleviate this issue.

If not set in the config, it will default to the old behavior of using monster tracking range.

NewwindServer avatar Dec 07 '25 00:12 NewwindServer

Should probably also then extend the paper y tracking range config options.

Good catch. Fixed now

NewwindServer avatar Dec 07 '25 00:12 NewwindServer

A question that I cannot answer right now is how sane the defaulting is. Making these things their own category obviously means we do wanna use what people currently have for values.

For your spigot implementation that works fine (as long as the default val for flying monsters and monsters never diverge which, fair). The paper one is a bit more confusing as default generally means "what vanilla goes with", which kinda breaks here. For paper configs we have migration tooling around already so it might be better to register a new config version and pre-fill existing configs with their current monster value.

But I need more time to think about that which is not around given .11 releases on the 9th :sweat_smile:

lynxplay avatar Dec 07 '25 00:12 lynxplay

Also fixed happy ghasts not being categorized as flying monsters, they should be since they are essentially the same as ghasts, large, flying monsters. The only reason it doesn't work currently is because Mojang didn't make happy ghast extend ghast for some reason.

NewwindServer avatar Dec 11 '25 23:12 NewwindServer

Also fixed happy ghasts not being categorized as flying monsters, they should be since they are essentially the same as ghasts, large, flying monsters. The only reason it doesn't work currently is because Mojang didn't make happy ghast extend ghast for some reason.

The happy ghast is not a monster, tho. Monsters are everything that's an enemy, and the happy ghast is the entire opposite.

It not extending ghast also makes sense. Happy ghast extends ageable and normal ghasts aren't ageable. Happy ghasts have entirely different goal selectors, are ridable, have different sounds, different interactions with players and don't have the ability to shoot fireballs. Its a completely different mob with a similar name.

davidmayr avatar Dec 12 '25 17:12 davidmayr