
[Suggestion]: Option for pack devs to mark a structure as temporarily/permenantly immune to Wither Storm
pinkygrocket opened this issue ยท 1 comments
Guidelines
- By checking this box, I am saying that I have read the guidelines and believe to be following them to the best of my ability
Description of feature request
Inspired by Respawning Structures and Structure Control Utility, this feature would allow packdevs to mark structures as temporarily or permanently immune to environmental damage and other Wither Storm-related effects.
Options:
- What structures are marked as immune - can be a registry name or tag
- How long the immunity effect lasts - specified in ticks or INFINITE
- What triggers the timer to tick down
- A player entering or within the structure
- An entity type detected within the structure
- Proximity to the Wither Storm
- What immunity effects apply:
- ALL - All of the below options combined.
- WITHER_SICKNESS - Timers for becoming infected with Wither Sickness do not progress for entities within the structure. Entities already infected with Wither Sickness still have relevant timers progress as normal.
- TRACTOR_BEAMS_ENTITIES - The Wither Storm's tractor beams cannot pick up entities within the structure.
- BLOCK_CLUSTERS - The structure is immune to block clusters (both random and from tractor beams)
- WITHER_SKULLS_ENVIROMENT - The structure is immune to damage from Wither Skull explosions. Entities still take damage.
- WITHER_SKULLS_ENTITIES - Entities within the bounds of the structure do not take damage or knockback from Wither Skull explosions. The structure itself still takes damage.
- CAVE_RUMBLES - Structure is immune to cave rumbles.
- CAVE_RUMBLES_COLLAPSE - Structure is immune to collapses from cave rumbles; rumbles still occur, but are purely audio/visual.
- TARGETING - Players within the structure cannot be targeted by the Wither Storm.
Why: This allows for devs/operators to create temporary or permanent designated "safe zones" without relying on completely indestructible blocks or other dimensions. Examples of such safe zones include server spawn areas, long dungeons, structures required for progression, etc. The timer functionality prevents camping, preserving Wither Storm Mod's nomadic playstyle. This feature could also act similarly to "coyote time", allowing players a moment to get their bearings before forcing them to deal with the Wither Storm. It also enables a possible playstyle of "running between safe zones"-- think the Temple of the Ocean King in Phantom Hourglass.