Howdy folks!
Here's a rather detailed guide on how exactly the new mob stacking system works.
I'm going to keep the coding and config jargon to a minimum, but I will include examples where needed.
Let's get going!
Mob/Entity Stacking:
- Each Mob now has a unique configuration that can have various aspects tweaked with it
- Let's go over cave spiders.
- We can see we have an enable feature, which will tell the plugin to either stack cave spiders or completely ignore them. We can change the display name to be a different font or different name entirely. We have a minimum and maximum stack size (currently set to be infinite), an option to change how stack death works, a merge radius (also currently infinite), and some other settings.
- We also have a function where changing the name of a mob will prevent it from being clumped into the stack.
Now, let's say we want to change some specific values to match a behavior we want.
- I have a super laggy cave spider spawner farm that's just full of spiders. But I don't want them all to turn into one single stack of thousands of spiders. I want to set a single stack limit of 50.
- I also want to have the stacking check happen within a certain radius. That way I can have a steady stream of spiders, without having that stream delayed because they decided to stack further back or away from my killing area.

- So now we can see our limits come into affect. We will have spiders stack in groups no larger than 50, and it will only stack mobs that are within 4 blocks of each other. And mobs further away than 4 will be ignored in the stacking check.
- Additionally, if that limit is every lowered, the plugin will check if stacks higher than the max exist. If they do, it will split them up automatically.
The exact same system works for items on the ground.
Current Stacking Rules for Various Mobs:
- Blaze/Breeze: Max Stacks of 300, infinite stacking range
- Wolf/Cat: Completely disabled stacking
- Iron Golems: Max Stacks of 55, stacking range of 7 blocks.
Stack Deaths and What it Does:
- So this is fairly straight forward, if one entity dies in the stack, the ENTIRE stack dies, and the loot drops are calculated accordingly.
This isn't exclusive to all deaths types available in Minecraft. I have carefully established certain conditions to which a entire stack will die.
Current Conditions with scenarios:
Fall: If stacked entities take too much fall damage and die, the entire stack will die. Loot may not be dropped, as fall death conditions do not exist for most mob loot tables.
Entity Attack: If an entity attacks the stack, like a player, animal, or frog, the entire stack will die and loot will be calculated based on the stack size.
Lava: If an entity dies in lava, the whole stack will die and drop loot accordingly.
Wither: If an entity dies to the wither affect, the whole stack will die and drop loot accordingly.
Entity Sweep Attack: Same as the entity attack, but is intended to be a failsafe for multiple stacks present in a grinder.
Custom: Any custom damage from Custom Enchants or added damage multipliers should be recognized and adjusted. Added as a failsafe.
Final Remarks:
Please note that any specific changes needing to be specific mobs or stacking behaviors can be made on the fly and will take affect very quickly.
If anyone has any adjustments needing to be made for certain oversights, feel free to reach out to staff.
Last edited: 10 days ago