Good evening everyone !
Here is my idea of feature that could be interesting:
Add the ability to limit or restrict a group of types.
Example :
- [Server day 1, I add:]
- EntityCustom_A
- EntityCustom_B
- [x days later, I add: ]
- EntityCustom_C
- EntityCustom_RANDOM
- ...
- [x days later, I add: ]
- [etc...]
Rather than limiting the two EntityCustom to 20 the first time, and then x days later I forget or waste my time looking for the limit I set for the first two EntityCustom, I would just put "EntityCustom_*" so that each time a new EntityCustom is added to the server it is immediately taken care of (one could imagine that this type of limit would be set aside, which means that if we do not find a precise limit we switch on an array containing all limits with types)
I provide you with a video showing (with a test function that only takes the first split) how it could work [example with wire elements here]: https://youtu.be/EKwceKVBSpo
[the same would apply to the restriction].
And one could even imagine an individual or collective limit. If you take the individual, you will be able to spawn 20 EntityCustom of each, while the group limit would be 20 EntityCustom for all types starting with "EntityCustom_*"
Sorry for my rather broken English :)
By looking a bit at the code I could see that this kind of implementation looks possible, but seems quite complex ^^'
Thanks again for reading.
Good evening everyone !
Here is my idea of feature that could be interesting:
Add the ability to limit or restrict a group of types.
Example :
Rather than limiting the two EntityCustom to 20 the first time, and then x days later I forget or waste my time looking for the limit I set for the first two EntityCustom, I would just put "EntityCustom_*" so that each time a new EntityCustom is added to the server it is immediately taken care of (one could imagine that this type of limit would be set aside, which means that if we do not find a precise limit we switch on an array containing all limits with types)
I provide you with a video showing (with a test function that only takes the first split) how it could work [example with wire elements here]: https://youtu.be/EKwceKVBSpo
[the same would apply to the restriction].
And one could even imagine an individual or collective limit. If you take the individual, you will be able to spawn 20 EntityCustom of each, while the group limit would be 20 EntityCustom for all types starting with "EntityCustom_*"
Sorry for my rather broken English :)
By looking a bit at the code I could see that this kind of implementation looks possible, but seems quite complex ^^'
Thanks again for reading.