So im curious, just how stable is the xmlspawner? I was told that using xmlspawners the way i do, can cause crashes?? just how stable are xmlspawners? I primarily use them to modify mobs to make new ones.. example:
The server im on has a quest to kill Berserkers, to collect their skulls... the stock mob that comes with the quest is a joke..
its waaaaaay to easy.. for the reward.. so i made these, and put them on a long spawn rate:
AbysmalHorror/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
Impaler/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
DarknightCreeper/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
this is just one example, I also use them to create more complex creatures, steal-ables.. ect.
does this kind of stuff push the limits of xmlspawner? or should i be ok with this type of spawning?
The server im on has a quest to kill Berserkers, to collect their skulls... the stock mob that comes with the quest is a joke..
its waaaaaay to easy.. for the reward.. so i made these, and put them on a long spawn rate:
AbysmalHorror/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
Impaler/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
DarknightCreeper/Name/Berserker/BodyValue/303/Hue/1644/CorpseNameOverride/Berserkers Corpse/ADD,0.50/<BloodyBerserkerSkull>
this is just one example, I also use them to create more complex creatures, steal-ables.. ect.
does this kind of stuff push the limits of xmlspawner? or should i be ok with this type of spawning?