Entity Control gives modpack authors and server administrators visual tools for mob spawning, encounter difficulty, block-break encounters, and combat testing. Its five modules share the KineticCore configuration interface.
mods folders for multiplayer use.The Spawn Rules page opens separate editors for general spawning and spawners.
@modid or #tag to narrow searches.Spawn-source codes used by the rule editor:
| Code | Source |
|---|---|
| A | Natural spawning, including structure/patrol-related natural sources |
| B | Conversion, such as curing |
| C | Commands |
| D | Spawn eggs, buckets, and dispensers |
| E | Spawners |
| F | Summoned mobs, such as golems |
| G | Events and reinforcements |
For example, to remove natural zombie spawns while keeping spawn eggs available, enable zombie control and block source A, then save. The force-disable option is broader than a natural-spawn restriction. Saved rules affect subsequent checks; they do not remove existing mobs.
Configure a global default or an entity-specific rule; entity rules take priority.
The modifier editor puts common attributes first. Select an attribute, then choose its operation and enter a value. Individual entities support fixed value, multiplication, addition, and subtraction; global rules offer multiplication, addition, and subtraction with entity targets and category filters. The target selector shows the active attribute and operation below its grid. Status-effect rules include effect level ranges, probability, and dimension conditions.
Saved modifier rules apply when entities join or reload. They do not automatically recalculate entities already present. Adding attributes absent from an entity's original attribute set requires a restart.
The reset module tracks configured entities after combat begins and restores their saved state with full health after enough nearby player death events. Set a detection radius and a threshold for each entity. Real death, death prevention such as a Totem, and cancelled death events have independent switches.
The generated defaults enable reset rules for the warden and wither at one counted event, and the ender dragon at three real deaths. Review these defaults when adding the mod to a combat pack.
This module spawns configured entities when a player breaks an explicitly listed natural block. Player-placed blocks are tracked separately and excluded from these encounters; unlisted blocks have no trigger chance.
Global settings include the master switch, creative-player triggering, and player cooldown. Chance/count/range defaults only seed newly added block rules; edit existing blocks individually.
/kt dummy spawn places a dummy at the block you are looking at, or in front of you, and loads your saved preset./kt dummy help shows the commands. /kt dummy clear removes all loaded testing dummies in the command's current dimension.The dummy command branches do not add an operator-level requirement. Treat their availability separately from the administrator-only rule editors.
Paths below are relative to the game/server directory. Use the visual editors to preserve valid IDs and rule formats.
File under config/kineticcore/ |
Contents |
|---|---|
spawn_control/globals.toml |
Spawn control globals and profile settings |
spawn_control/profile_<n>.json |
Individual spawn profiles |
spawn_control/spawn_backup.json |
Spawn scan/restore data |
spawner.json, spawner_backup.json |
Spawner rules and restore data |
entity_modifier.json |
Attribute and status-effect rules |
entity_rese.toml |
Encounter-reset switch, radius, and entity rules |
break_spawn.json |
Natural block-break encounter rules |
dummy_server.toml |
Dummy server behavior and equipment restrictions |
dummy_client.toml |
Local combat-display preferences |
/kt reload requires permission level 2 and reloads the registered spawn, modifier, and reset configurations. Break-spawn rules use their editor's save/apply flow. A reload does not bypass the modifier restart requirement or retroactively alter existing entities.
For file authors, reset entries use EntityID;Threshold;RealDeath;PreventedDeath;CancelledDeath, for example minecraft:wither;1;true;true;true. Invalid reset entries and unknown entity IDs are removed when loaded.
Entity Control 为整合包作者和服务器管理员提供生物生成、遭遇战难度、破坏方块事件与战斗测试工具。五个模块统一使用 KineticCore 的配置界面。
mods 文件夹。生物生成页面分别提供普通生成规则编辑器和刷怪笼编辑器。
@模组ID、#标签 缩小范围。规则编辑器使用以下生成来源代码:
| 代码 | 来源 |
|---|---|
| A | 自然生成,包含结构、巡逻等相关自然来源 |
| B | 转化,例如治疗 |
| C | 命令 |
| D | 刷怪蛋、水桶与发射器 |
| E | 刷怪笼 |
| F | 召唤,例如傀儡 |
| G | 事件与增援 |
例如,要禁止僵尸自然生成但保留刷怪蛋,可启用僵尸控制、禁止来源 A,然后保存。强制禁用比只限制自然生成的作用范围更大。规则只影响后续检查,不会清除已经存在的生物。
可设置全局默认规则,也可为某种实体单独设置;实体规则优先。
属性编辑器将常用属性置顶。先选择属性,再选择运算方式并输入数值。单个生物支持固定值、乘法、加法、减法;全局规则支持乘法、加法、减法,并可指定目标生物、使用分类筛选。目标筛选界面的列表下方会显示当前属性和运算方式。状态效果规则支持等级范围、概率和维度条件。
保存的属性规则在实体加入或重新加载时应用,不会自动重算已经存在的实体。为实体加入原始属性集合中没有的属性需要重启。
重置模块在战斗开始后跟踪配置中的实体;附近玩家发生足够次数的死亡事件后,恢复保存的实体状态并回满生命值。可设置检测半径与每种实体的阈值。正常死亡、不死图腾等免死触发、其他模组取消死亡事件有独立计数开关。
生成的默认配置启用监守者、凋灵的一次事件重置,以及末影龙的三次正常死亡重置。将模组加入战斗整合包时,应检查这些默认规则。
玩家破坏明确列入规则的天然方块时,可生成配置好的实体。玩家放置的方块会单独记录并排除;未配置方块的触发概率为零。
全局设置包含总开关、创造模式触发和玩家冷却。全局概率、数量与范围默认值只用于新建方块规则;已有规则需单独修改。
/kt dummy spawn 在视线指向的方块上方或玩家前方生成假人,并加载玩家保存的预设。/kt dummy help 查看命令;/kt dummy clear 删除命令所在维度中全部已加载的测试假人。假人命令分支没有额外的 OP 等级限制,其可用权限与管理员专用规则编辑器不同。
以下路径相对于游戏或服务端目录。建议使用可视化编辑器维护有效 ID 与规则格式。
config/kineticcore/ 下的文件 |
内容 |
|---|---|
spawn_control/globals.toml |
生成全局开关和配置档设置 |
spawn_control/profile_<n>.json |
各个生成配置档 |
spawn_control/spawn_backup.json |
扫描与恢复数据 |
spawner.json、spawner_backup.json |
刷怪笼规则与恢复数据 |
entity_modifier.json |
属性和状态效果规则 |
entity_rese.toml |
战斗重置开关、半径和实体规则 |
break_spawn.json |
天然方块破坏遭遇规则 |
dummy_server.toml |
假人服务端行为与装备限制 |
dummy_client.toml |
本地战斗显示设置 |
/kt reload 需要 2 级权限,可重载已注册的生成、属性与重置配置。破坏生成规则通过对应编辑器保存并应用。重载不会绕过新增属性的重启要求,也不会追溯修改已存在实体。
手动编写重置规则时,格式为 实体ID;阈值;正常死亡;免死触发;取消死亡,例如 minecraft:wither;1;true;true;true。无效条目与未注册实体 ID 会在加载时清理。