[Feat] Zone flag to clear and prevent mobs from existing in a zone #79

Description

@derrickmehaffy

Scope

  1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
  2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
  3. Any mob that enters or spawns inside the zone should be automatically killed/removed
  4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
  5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
  6. Should NOT affect players
  7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
  8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

Implementation Details

  1. New zone flag constants in ZoneFlags.java:

    • mob_clear — master toggle, parent flag
    • mob_clear_hostile — clear hostile mobs (child)
    • mob_clear_passive — clear passive mobs (child)
    • mob_clear_neutral — clear neutral mobs (child)
  2. Default values:

    • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
    • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
  3. Suggested implementation approach:

    • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
    • For each zone, query entities in the zone's chunk range
    • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
    • Remove matching entities via entity.remove() or equivalent server API
    • Could reuse the existing SpawnSuppressionController chunk iteration pattern
  4. Parent-child hierarchy in ZoneFlags.getParentFlag():

    caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
  5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

Risks and Alternatives

  1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
  2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
  3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
  4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
  5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

References and Media

Existing related flags in ZoneFlags.java:

  • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
  • npc_spawning (mixin-dependent)
  • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

Similar concept in other games:

  • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
  • Factions plugins with "safe zone mob clearing" features

Activity

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
       blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

      Description

      @derrickmehaffy

      Scope

      1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
      2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
      3. Any mob that enters or spawns inside the zone should be automatically killed/removed
      4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
      5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
      6. Should NOT affect players
      7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
      8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

      Implementation Details

      1. New zone flag constants in ZoneFlags.java:

        • mob_clear — master toggle, parent flag
        • mob_clear_hostile — clear hostile mobs (child)
        • mob_clear_passive — clear passive mobs (child)
        • mob_clear_neutral — clear neutral mobs (child)
      2. Default values:

        • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
        • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
      3. Suggested implementation approach:

        • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
        • For each zone, query entities in the zone's chunk range
        • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
        • Remove matching entities via entity.remove() or equivalent server API
        • Could reuse the existing SpawnSuppressionController chunk iteration pattern
      4. Parent-child hierarchy in ZoneFlags.getParentFlag():

        caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
      5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

      Risks and Alternatives

      1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
      2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
      3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
      4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
      5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

      References and Media

      Existing related flags in ZoneFlags.java:

      • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
      • npc_spawning (mixin-dependent)
      • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

      Similar concept in other games:

      • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
      • Factions plugins with "safe zone mob clearing" features

      Activity

      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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      Assignees

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        Labels

        enhancementNew feature or request

        Type

        No type

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        No projects

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          No milestone

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          None yet

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          No branches or pull requests

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
          Skip to content

          [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

          Description

          @derrickmehaffy

          Scope

          1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
          2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
          3. Any mob that enters or spawns inside the zone should be automatically killed/removed
          4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
          5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
          6. Should NOT affect players
          7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
          8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

          Implementation Details

          1. New zone flag constants in ZoneFlags.java:

            • mob_clear — master toggle, parent flag
            • mob_clear_hostile — clear hostile mobs (child)
            • mob_clear_passive — clear passive mobs (child)
            • mob_clear_neutral — clear neutral mobs (child)
          2. Default values:

            • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
            • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
          3. Suggested implementation approach:

            • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
            • For each zone, query entities in the zone's chunk range
            • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
            • Remove matching entities via entity.remove() or equivalent server API
            • Could reuse the existing SpawnSuppressionController chunk iteration pattern
          4. Parent-child hierarchy in ZoneFlags.getParentFlag():

            caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
          5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

          Risks and Alternatives

          1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
          2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
          3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
          4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
          5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

          References and Media

          Existing related flags in ZoneFlags.java:

          • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
          • npc_spawning (mixin-dependent)
          • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

          Similar concept in other games:

          • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
          • Factions plugins with "safe zone mob clearing" features

          Activity

          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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          Assignees

          No one assigned

            Labels

            enhancementNew feature or request

            Type

            No type

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

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              No branches or pull requests

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

              Description

              @derrickmehaffy

              Scope

              1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
              2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
              3. Any mob that enters or spawns inside the zone should be automatically killed/removed
              4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
              5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
              6. Should NOT affect players
              7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
              8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

              Implementation Details

              1. New zone flag constants in ZoneFlags.java:

                • mob_clear — master toggle, parent flag
                • mob_clear_hostile — clear hostile mobs (child)
                • mob_clear_passive — clear passive mobs (child)
                • mob_clear_neutral — clear neutral mobs (child)
              2. Default values:

                • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
                • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
              3. Suggested implementation approach:

                • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
                • For each zone, query entities in the zone's chunk range
                • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
                • Remove matching entities via entity.remove() or equivalent server API
                • Could reuse the existing SpawnSuppressionController chunk iteration pattern
              4. Parent-child hierarchy in ZoneFlags.getParentFlag():

                caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
              5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

              Risks and Alternatives

              1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
              2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
              3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
              4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
              5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

              References and Media

              Existing related flags in ZoneFlags.java:

              • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
              • npc_spawning (mixin-dependent)
              • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

              Similar concept in other games:

              • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
              • Factions plugins with "safe zone mob clearing" features

              Activity

              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions

                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

                  Description

                  @derrickmehaffy

                  Scope

                  1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
                  2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
                  3. Any mob that enters or spawns inside the zone should be automatically killed/removed
                  4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
                  5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
                  6. Should NOT affect players
                  7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
                  8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

                  Implementation Details

                  1. New zone flag constants in ZoneFlags.java:

                    • mob_clear — master toggle, parent flag
                    • mob_clear_hostile — clear hostile mobs (child)
                    • mob_clear_passive — clear passive mobs (child)
                    • mob_clear_neutral — clear neutral mobs (child)
                  2. Default values:

                    • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
                    • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
                  3. Suggested implementation approach:

                    • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
                    • For each zone, query entities in the zone's chunk range
                    • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
                    • Remove matching entities via entity.remove() or equivalent server API
                    • Could reuse the existing SpawnSuppressionController chunk iteration pattern
                  4. Parent-child hierarchy in ZoneFlags.getParentFlag():

                    caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
                  5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

                  Risks and Alternatives

                  1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
                  2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
                  3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
                  4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
                  5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

                  References and Media

                  Existing related flags in ZoneFlags.java:

                  • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
                  • npc_spawning (mixin-dependent)
                  • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

                  Similar concept in other games:

                  • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
                  • Factions plugins with "safe zone mob clearing" features

                  Activity

                  Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                  Metadata

                  Metadata

                  Assignees

                  No one assigned

                    Labels

                    enhancementNew feature or request

                    Type

                    No type

                    Projects

                    No projects

                      Milestone

                      No milestone

                      Relationships

                      None yet

                      Development

                      No branches or pull requests

                      Issue actions

                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

                      Description

                      @derrickmehaffy

                      Scope

                      1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
                      2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
                      3. Any mob that enters or spawns inside the zone should be automatically killed/removed
                      4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
                      5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
                      6. Should NOT affect players
                      7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
                      8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

                      Implementation Details

                      1. New zone flag constants in ZoneFlags.java:

                        • mob_clear — master toggle, parent flag
                        • mob_clear_hostile — clear hostile mobs (child)
                        • mob_clear_passive — clear passive mobs (child)
                        • mob_clear_neutral — clear neutral mobs (child)
                      2. Default values:

                        • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
                        • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
                      3. Suggested implementation approach:

                        • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
                        • For each zone, query entities in the zone's chunk range
                        • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
                        • Remove matching entities via entity.remove() or equivalent server API
                        • Could reuse the existing SpawnSuppressionController chunk iteration pattern
                      4. Parent-child hierarchy in ZoneFlags.getParentFlag():

                        caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
                      5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

                      Risks and Alternatives

                      1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
                      2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
                      3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
                      4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
                      5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

                      References and Media

                      Existing related flags in ZoneFlags.java:

                      • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
                      • npc_spawning (mixin-dependent)
                      • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

                      Similar concept in other games:

                      • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
                      • Factions plugins with "safe zone mob clearing" features

                      Activity

                      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

                          Description

                          @derrickmehaffy

                          Scope

                          1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
                          2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
                          3. Any mob that enters or spawns inside the zone should be automatically killed/removed
                          4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
                          5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
                          6. Should NOT affect players
                          7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
                          8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

                          Implementation Details

                          1. New zone flag constants in ZoneFlags.java:

                            • mob_clear — master toggle, parent flag
                            • mob_clear_hostile — clear hostile mobs (child)
                            • mob_clear_passive — clear passive mobs (child)
                            • mob_clear_neutral — clear neutral mobs (child)
                          2. Default values:

                            • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
                            • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
                          3. Suggested implementation approach:

                            • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
                            • For each zone, query entities in the zone's chunk range
                            • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
                            • Remove matching entities via entity.remove() or equivalent server API
                            • Could reuse the existing SpawnSuppressionController chunk iteration pattern
                          4. Parent-child hierarchy in ZoneFlags.getParentFlag():

                            caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
                          5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

                          Risks and Alternatives

                          1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
                          2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
                          3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
                          4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
                          5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

                          References and Media

                          Existing related flags in ZoneFlags.java:

                          • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
                          • npc_spawning (mixin-dependent)
                          • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

                          Similar concept in other games:

                          • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
                          • Factions plugins with "safe zone mob clearing" features

                          Activity

                          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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                          No one assigned

                            Labels

                            enhancementNew feature or request

                            Type

                            No type

                            Projects

                            No projects

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                              No milestone

                              Relationships

                              None yet

                              Development

                              No branches or pull requests

                              Issue actions

                              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                              Skip to content

                              [Feat] Zone flag to clear and prevent mobs from existing in a zone #79

                              Description

                              @derrickmehaffy

                              Scope

                              1. A new zone flag mob_clear (or mob_purge) that ensures a zone is always free of mobs
                              2. When enabled, all existing mobs inside the zone boundaries should be immediately removed
                              3. Any mob that enters or spawns inside the zone should be automatically killed/removed
                              4. Should work alongside existing mob_spawning flag — mob_spawning: false prevents new spawns but does NOT remove mobs that wander in from outside; mob_clear actively removes all mobs continuously
                              5. Should apply to hostile, passive, and neutral mobs (controlled by the master toggle)
                              6. Should NOT affect players
                              7. Should optionally have sub-flags for granular control: mob_clear_hostile, mob_clear_passive, mob_clear_neutral as children of mob_clear (matching the existing spawning flag hierarchy)
                              8. Should be a periodic check (e.g., every few seconds) rather than per-tick to avoid performance impact

                              Implementation Details

                              1. New zone flag constants in ZoneFlags.java:

                                • mob_clear — master toggle, parent flag
                                • mob_clear_hostile — clear hostile mobs (child)
                                • mob_clear_passive — clear passive mobs (child)
                                • mob_clear_neutral — clear neutral mobs (child)
                              2. Default values:

                                • SafeZone: mob_clear: true (all sub-flags true) — safe zones should be mob-free
                                • WarZone: mob_clear: false (all sub-flags false) — war zones keep mobs for danger
                              3. Suggested implementation approach:

                                • Periodic task (every 5-10 seconds) iterates zones with mob_clear enabled
                                • For each zone, query entities in the zone's chunk range
                                • Check each entity against NPCGroup (hostile/passive/neutral) and the sub-flags
                                • Remove matching entities via entity.remove() or equivalent server API
                                • Could reuse the existing SpawnSuppressionController chunk iteration pattern
                              4. Parent-child hierarchy in ZoneFlags.getParentFlag():

                                caseMOB_CLEAR_HOSTILE, MOB_CLEAR_PASSIVE, MOB_CLEAR_NEUTRAL -> MOB_CLEAR;
                              5. UI category: Add to existing "Spawning" category or create a new "Mob Control" category

                              Risks and Alternatives

                              1. Performance risk: Iterating all entities in zone chunks every few seconds could be expensive with many zones. Mitigate by only processing zones that have mob_clear enabled, and by using chunk-based spatial indexing (already exists for claims).
                              2. Edge case: Mobs on zone boundaries may flicker in and out. Use a small buffer or only check mobs fully inside the region.
                              3. Alternative — combine with mob_spawning: Instead of a new flag, enhance mob_spawning: false to also remove existing mobs. However, this changes existing behavior where mob_spawning only prevents new spawns, which some servers may rely on (e.g., keeping existing farm animals but preventing new wild spawns).
                              4. Mixin dependency: May require mixin support to intercept mob movement into zones, or could use a simpler polling approach that doesn't need mixins.
                              5. Named/tamed mobs: Consider whether tamed or named mobs should be exempt from clearing. Could add a config option mob_clear_exempt_tamed: true.

                              References and Media

                              Existing related flags in ZoneFlags.java:

                              • mob_spawning (master toggle) with children hostile_mob_spawning, passive_mob_spawning, neutral_mob_spawning
                              • npc_spawning (mixin-dependent)
                              • The spawning flags prevent NEW spawns but don't remove mobs that walk in from outside the zone

                              Similar concept in other games:

                              • Minecraft WorldGuard mob-spawning + deny-spawn flags with entity removal
                              • Factions plugins with "safe zone mob clearing" features

                              Activity

                              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                              Metadata

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                              Assignees

                              No one assigned

                                Labels

                                enhancementNew feature or request

                                Type

                                No type

                                Projects

                                No projects

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                                  No milestone

                                  Relationships

                                  None yet

                                  Development

                                  No branches or pull requests

                                  Issue actions