(1.7.10) MobInhibitors - Block mob spawns in your base

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korazail

New Member
Jul 29, 2019
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I want to be able to build without worrying about lighting up every corner. I would prefer to use light aesthetically and not spam torches or have to shoehorn a lamp into my build every 10 blocks. I was tired of squid spawning in my pool and cats all over my jungle base...

So I made Mob Inhibitors: Three blocks that block mob spawns in a large area. These blocks do not use light, so can be buried, or hidden via a carpenter's block-like skinning mechanic: Right clicking an inhibitor with a normal block will set a disguise. Sneak-right-clicking with an empty hand or a tool will remove the disguise.

I made this for personal use, and as a learn-modding project, but I expect I'm not alone in my desire for a zombie-free home, even in the dark woods. The area of effect and range can be customized to match your sense of balance.

I've released version 1.0 for Minecraft 1.7.10, Forge 10.13.2.1291 on Github.
https://github.com/yarrim/MobInhibitor/releases

I like the idea of lightweight single-feature utility mods, but would be happy to hear any feedback or suggestions.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Interesting idea, although I think the radius is a bit big. I think you underestimate just how fundamental a game changer what you have created.

To give you an idea, the Chandelier from ExtraUtils requires diamond and gold, and only prevents in a 16 block radius. And people complain incessantly about how 'OP' it is.

Would be unique and fairly awesome is if you could make it define its radius to conform to the structure it is contained in. However, that adds a whole level of complexity that I'm not sure can be done, or at least not easily.
 

korazail

New Member
Jul 29, 2019
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I thought about balance before I released this, and decided that the range I had set prevented any gross abuse of the block.

With the default settings, the block has an effective range smaller than the area in which mobs spawn around active players, so a player placing an inhibitor while caving will still see mobs that spawned as they approached. The area behind them should be safe, though, but it already was if they were spamming torches. This is a more expensive way of doing that, as mob parts require combat, or an established base with a grinder to acquire.

This block works much like the XU torch and chandelier, allowing spawns from things like mob spawners or forced spawns from command blocks, so any generated hostile content like ruins are not trivial due to my block. They might be slightly easier since natural spawns might be fewer, but, as above, by the time you place an inhibitor mobs have already spawned around you.

I feel like this block really only lets a player claim territory more efficiently, something they could already do with stacks of torches.