Skip to content

Conversation

@NathanCollaert
Copy link

@NathanCollaert NathanCollaert commented Feb 11, 2022

Added support for controlling named mobs.
Also ran the IDE optimizer through the project to make everything as uniform as possible. Updated some libraries to their latest version.

How the naming works:

  • A new name predicate was added to the GroupDefinition class just like typePredicate and excludePredicate, this predicate also works the same way as the others in the EntityGroupResult class.
  • If a name is given to a profile then only mobs with that exact name (and optional other criteria) will be counted towards that profile.
  • A name can start or end with a '*' which is a placeholder for anything (eg: *-villager = <anything here>-villager will be counted towards this group).

@froobynooby
Copy link
Owner

Hey, thanks for opening a PR!

I'm not opposed to the idea, but my preference would be for such an option to be included in an "extras" add-on once there is an API for the plugin. The potential uses just seem a bit niche

@CC-Odin
Copy link

CC-Odin commented Feb 2, 2025

Actually this feature could potentially be not as niche as it might seem. The ability to nametag villagers in trading halls a specific way and then use this to nerf their AI specifically (but not other differently named villagers in an iron farm for instance) would be rather excellent.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants