Pixelmon Mod View topic - My Experience of modrating 1.12 pixelmon Server for 4 years (2024)

- 20 Jan 2024 05:46 #241022 BEWARE TEXTWALL AHEAD
Based on the Dev blog: viewtopic.php?f=5&t=52636
Pixelmon should be a bit more difficult and i want to write my experience (cant suggest something to everything), so it cant help on some decissions, on my 4 years i have been moderating a German 1.12.2 pixelmon server with up to 20 players on it in first 2 years. (its still online but a bit dead, we wait for 1.20 to come out of alpha)

1. Legendary Spawn
Its a timer between 12.5 to 29.16 min which then has a 30% chance to spawn a Legendary based on amount of players next to each other and the spawncompatible biome blocks around them.
We ramped that up to 50%, otherwise it would take way to long for the players to get all Legendaries.

Based on this System Players would build anti-afk-farm(which are forbidden at the server)
And ran around the world like maniacs just to find the rare biomes like Mega taiga hills+M
But at the end for pokedex completion, i just teleportet between my homes to stay at the right worldtime at the right biome, in hope the timer ends and spawns the desired Legendary for me so i can stop doing this and do more fun things
its not that hard getting legendaries, only too many specific legendaries, just for pokedex completion, more legendary should use a different system than just "staying around at the right time" should exist, like the ones can be spawned with items on structures

Many Legendaries were specialy handled by players:
As soon as Players knew that Mew gives Dittos, most will stay around in jungle to farm like 3-5 of them and then use 3 ironblock to fail mewtwu (he became worthless).
Arceus was a Legendary most players had, because its about collecting loot and then get portet by someone to the structure.
Then was there legendary weighting, which means at Extreme hills +M, Rayquaza and Jirachi can spawn at dawn/dusk, but Rayquaza has a 66% chance to spawn instead of jirachi, which took me like 8 hours to stay around for 1:30min each time in this biome just to get another rayquaza, also entei spawned generally so many times, nobody even wanted him as a gift.
And then comes Zacian, his stats were broken strong, hes steel/fairy, he spawns forest at day, so it is easily obtainable and breaks trough all createt content… because nearly all legendaries have balanced strong stats, i needed to disable their use in ALL arenas.

2. Arenas and Adventure path
We made an Adventurepath with arenas lvl 13,20,31,42(we didnt managed to make more) but needed to disable natural spawning and use pixelmon spawners so players dont get strong pkm to fast, which makes the world look at little bit dead, if you are not next to spawner. I personally dislike it. as system about marking areas were pkm from a specific level range can only spawn would work better.

At the normal arenas players woudl fight trough, but at the harder oens, they would run trough with defeated team to boss, set home and then teleport back with full team, i already see that there ist he „your team is dead so you die“ option in 1.20, but thats not the problem, it would be more helpfull when i could say, that if the players team dies out in the area/from the trainer, he gets portet back to the start of the arena.

Later there are Expert Arenas, but Players who can stall, win easily, because the AI cant stall/cant stall break, so what's the best option i can do?
i made a full-power-anti-type-team, in short: if its a dragon trainer, each pkm have atleast 1 attack to counter ice, dragon and fairy, so dragon,grass,ground,flying,psycho,ghost attacks, but there are even more types and specific strong non-legendaries that need a counter(blaziken,scizor bullet-punch), otherwise they swept the whole team AND bosstype +10-20 level. ( a +15 is needed cause i experienced, it would be the best balanced)

I have to say i(and the players that like some challenge) kinda like it, i saw players getting taken down by the one high speed/dmg pkm, or by weird mechanics like cofa*grigus mummy ability, they needed to invest thinking, training and breeding to take down the expert grunts and bosses, but the real problem was that the mod itself doesnt invest the players much into the battle mechanics and mainly just bash trough everything with a lvl 100 legendaries team, so a big diffculty step appeared

3. Armor/Equipment
The dusk armor effect of no hunger is just way to op compared to all others, next in line is the thunder armor with haste III for building/mining and then waterstone to farm water pkm or fossils for money.

The Leafstone bonemeal effect was something we had to bring out as an unbreakable tool, because to many aprico trees made the server slow, and players rly overdid it.
moonstone nightvision ist he second most popular extra effect of the tools and the firestone torch, the water/magmastone to turn lava/water to obsidian couldnt be disabled, so you can grief the spawn world with it…. We didnt wanted to but the external mvoes of pkm did the same, so whe had to disable them so nobody can grief protected areas with it .

4. TCG, nobody rly cared, why cant we define rules for a fight at the battlebox like with pokemon trainer battles?

5. Curry, why is this there? Nobody cared again because its not usefull in any way (players cant even eat it)
a mechanic were i need to feed my active team reguliary with ONLY curry-like food would be great, timer is frozen while in PC/Rancher and they suffer a max-20% stat reduction when starving, while after being full they are "well fed" for ~30 min, were they dont loose hunger, so its not to annoying

6. many hate the new TM system, with different regional TM’s, we needed to disable that you can only use right region on right pkm, but its still a giant storage problem to have up to 7 times the same TM for each region

7. Shingle/pokesand corner block, is it finally fixed? That it rotates like terractora blocks? nobody can use them like this

8. Gold and Silver Symbol (Badge), drops from defeated frontier brains, they would be great to be used as special otherwise unobtainable badges, but what are frontier brains? Why does the item exist but not the droplocation from the flavor text? hy does the flavor text exist if there is no droplocation?

9. The copper/silver/gold coins are used as special diligent currency, which drops from our placed trainers and can be used to get stuff like shiny, special textures or the dynamax band , so players rerun the arenas to get it
So i dont rly like the higher quantities of them from structures in current 1.16+, would be great if can get good placeholder unobtainalbe items that can be used the same

10. vanilla mobs
They still spawned from spawners or eggs dropped from chicken-like pkm, which made a great automatic food or xp farm.
Why are pixelmon non-quest-giving npc’s useless? Everybody just digs a 1x2 hole and puts them in, adn forget they exist, we atleast should be able to trade with them like with normal villagers.

The 1.16+ version has config to replace mobs with specific pkm, but thats imo a bad solution, cause it can rly fast make the pkm and the drops useless, if players farm them, and they will.

Also its somewhat making ALL the vanilla combat stuff, from shields, swords, bow, and 80% of enchanchtments unnecessary, i dont say we should fight pkm with sword and bow, only that the vanilla structure loot should still be protected by mobs, otherwise is just way to easy to get, and mining is already easy enough without mobs
later i made a Area with mob spawners and the ability to sell the drops for the diligent currency while also dropping special armor and having bosses, so player can use their fight equipment somewere

11. League
we have 4 traienrs, each giving a otherwise unobtainable badge, and players need to contact moderators to give them the badges to try champion 1 time, it works but, needing specific items in inventory to start a fight would be a way much better way, that should be a base funtion in the mod

thats all i could find for now, i know about some of the changes to 1.16+ but not all
pls take some considerations, before implementing more rich-filled lootpools or other changes that contradict the vanilla-core gameplay and altrough the mod already tries to act like a sandbox for players, most servers dont use all the existing mechanics to the fulliest, like i try

Pixelmon Mod View topic - My Experience of modrating 1.12 pixelmon Server for 4 years (2024)
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