Crestwave Posted March 13, 2021 Share Posted March 13, 2021 When most people read "hostile creatures", they probably thought of mobs that would attack you first. However, the actual implementation just checks for mobs with the "hostile" tag, when a significant amount of mobs don't have it—which I'm guessing was unforeseen. Merms, beefalo in heat, pig guards, killer bees, enraged moslings, even—wait for it—ewecus, which is a particular favorite for spawn trapping in my experience. Not to mention specific cases for monster characters/Wurt/Wigfrid as well as spawners like cave entrances. The current implementation does protect against some common killers like tentacles/eyeplants/spiders/hounds (not to mention the separate blocker check), but it could be much better. Still, the design idea itself seems pretty bulletproof so far, so hats off to the devs for that one; hopefully it stays that way. Link to comment Share on other sites More sharing options...
Majestix Posted March 13, 2021 Share Posted March 13, 2021 I think this was intended purely for grief protection. Since pig guards cannot be relocated, I assume that their not being encompassed by this is by design, not an oversight. A wurt player could try griefing with merms, but this would require a lot of resources. Usually griefers are not that dedicated. Link to comment Share on other sites More sharing options...
Owlrust Posted March 13, 2021 Share Posted March 13, 2021 Overall I think the player just shouldn't be target-able for a few moments in general upon entering the game. Link to comment Share on other sites More sharing options...
CameoAppearance Posted March 13, 2021 Share Posted March 13, 2021 Anything that's consistently going to aggro on players that get close regardless of conditions or season or character choice, and can be moved by player action, seems like it should get the hostile tag to prevent it from being used for spawn griefing. Not sure what ewecuses are doing without it. Link to comment Share on other sites More sharing options...
Crestwave Posted March 13, 2021 Author Share Posted March 13, 2021 1 hour ago, Majestix said: I think this was intended purely for grief protection. Since pig guards cannot be relocated, I assume that their not being encompassed by this is by design, not an oversight. A wurt player could try griefing with merms, but this would require a lot of resources. Usually griefers are not that dedicated. It simply uses a preexisting tag; no specific mobs had the tag added or removed for the update. I don't think they put much thought for the mobs that already have or lack it—even mobs like treeguards are included. It's not conservative in giving the buff. In any case, I simply rattled off a bunch of mobs that would attack you right after you spawn but don't count towards the buff. I mainly made the post for the ewecus, though. Link to comment Share on other sites More sharing options...
cezarica Posted March 13, 2021 Share Posted March 13, 2021 How do you activate that Spawn Protection in the first place btw? Link to comment Share on other sites More sharing options...
Cheggf Posted March 13, 2021 Share Posted March 13, 2021 2 hours ago, Majestix said: A wurt player could try griefing with merms, but this would require a lot of resources. Usually griefers are not that dedicated. Usually griefers are not dedicated enough to do anything to the postern at all, but here we are. Link to comment Share on other sites More sharing options...
ArubaroBeefalo Posted March 13, 2021 Share Posted March 13, 2021 31 minutes ago, cezarica said: How do you activate that Spawn Protection in the first place btw? In the world settings Link to comment Share on other sites More sharing options...
cezarica Posted March 13, 2021 Share Posted March 13, 2021 I meant on a dedicated server on Linux, not on a player hosted one. By any chance know the settings? Link to comment Share on other sites More sharing options...
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