How to Start, Stop, and Control Horde Events in The Hordes
The Hordes is controlled entirely through commands and its interface, and this guide covers how to begin a horde event, end one, and manage its duration and related data. Every action below is issued as a command using the `/hordes` prefix, with the specific action and its arguments following it. When a command succeeds, the mod confirms it on screen; when an argument is wrong, it tells you so.
Starting a Horde Event
To begin a full horde event, use the start action with a length for the event: `/hordes start <length of event>`. The length is given in ticks. On success, the mod reports that the horde event was started for that many ticks, so the duration you supply is what determines how long the event runs.
If the value you provide for the length is not acceptable, the mod responds that your input is not a valid argument for the event length. If you supply the wrong number of arguments, it reports that the wrong number of arguments were supplied for the start action. Correct the value or the argument count and run the command again.
Spawning a Single Wave
If you want to summon mobs without starting a full event, use the spawnWave action with a count: `/hordes spawnWave <number of mobs to spawn>`. On success, the mod confirms that a horde wave was summoned. As with starting an event, an unacceptable count produces a message that the value is not a valid argument for the number of mobs to spawn, and an incorrect number of arguments produces a message that the wrong number of arguments were supplied for the wave action.
Stopping an Active Event
To end a horde event that is currently running, use the stop action. On success, the mod confirms that the active horde event was stopped for the specified player. This is the command to reach for when you need an event to end before its duration has elapsed.
Resetting Horde Data
The reset action clears horde data and accepts an optional player: `/hordes reset <optional: player>`. When you name a player, the mod confirms that all horde data for that player was reset. Related cleanup actions exist for broader data: one clears all existing horde world data, and another outputs the horde log to a destination you specify.
Checking Entities and Data
The listEntities action, used as `/hordes listEntities`, outputs a list of all entities to a destination you specify. There is also a spawnZombie action for spawning a zombie directly.
If the mod's loaded data contains errors, it reports that errors exist in the currently loaded data and points you to the relevant file. If loaded scripts contain errors, it reports that errors exist in the loaded scripts and points you to the relevant file. Address those errors before relying on the affected commands.
Reading Command Feedback
Every action gives clear feedback. Success messages confirm what happened — a wave summoned, an event started for a set number of ticks, an event stopped for a player, data reset, a log output, or world data cleared. Error messages distinguish between an invalid value and an incorrect argument count, so you can tell whether to change the number you supplied or the way you structured the command. Use the usage strings as your reference for the exact argument order for each action.