
[Feature Request & Bug]: Config file to control mob spawns and Quackling inventory
Toilet-Lord opened this issue ยท 3 comments
Is your feature request related to a problem?
There are WAYYY too many Quacklings
(talking about the code below) I don't understand since, if I read this well (I am not a programmer), the Quacklings should have a 0.2% chance to spawn right?
So this could also be a bug the way I see it??
(I really dont wanna sound like a smart ass by saying this, it really is a genuine question)
in MobSpawn.class
public class ModSpawns {
public static void addSpawns() {
CommonServices.REGISTRY.addEntityToBiome(class_6908.field_36511, new SpawnData((class_1299)ModEntities.DUCK.get(), class_1311.field_24460, 5, 3, 4, precipitation -> !precipitation.equals((Object)class_1959.class_1963.field_9383)));
CommonServices.REGISTRY.addEntityToBiome(class_6908.field_36532, new SpawnData((class_1299)ModEntities.QUACKLING.get(), class_1311.field_6300, 1, 0, 1));
}
Solution(s)
A config file for Ducklings & Quacklings spawns and optionally a way to change the items Quacklings sell
Describe alternatives you've considered
A mod-menu integration?
Mod Version
2.0.0
Mod Loader Version
1.19 - 0.14.7 Fabric
Mod Loader
Fabric
Additional context
No response
Wow thanks for the throughout response! I really appreciate it!
I'll be looking forward to the update!
Keep the nice work <3
that 1 means it has a weight of 1 which means that combined with all other mobs in that category it has the lowest so let us say there is another mob that has a weight of 3 then that means the quacking has a spawn chance of 25% but after all that it then has another 50% chance to also spawn because I set the min spawn amount to 0 and the max to 1 and then after all that I have another check for if a random number between 0 and 250 is 0 so, therefore, adding another chance of 0.4% so they should technically be never really spawning that much.
But I will be changing the category to the normal creatures instead of water creatures so that there is more stuff in the spawn category to decrease the quacking spawn rate to a 0.002% chance to spawn or possibly a little higher because I need to take into account that other mods mobs also change the number.
Later today there will be an update to a "fix" for the spawns
And also the thing to change the Quacklings inventory is that it is just a fisherman villager so you can find a mod that changes normal villager trades.
And to control the spawns is a forge-only feature right now as forge provides it by default and I would have to explicitly write it for fabric.