Spawn config seems basically ignored
CritFlaw opened this issue ยท 13 comments
I've increased the rarity, lowered the spawn rate, and limited the blazing juggernaut to only spawn 1 if 1 is already there in the multimobs config. ALL of this seems to be completely ignored, as they are spawning all over the place in the nether, one after the other, seemingly without pause. This seems like a pretty blaring bug.
seems to be a lot of angry people in this post
just in case you hadnt realized Davey made and updates this mod for FREE and has shared it to the public for all of us to enjoy
so if your wondering why he hasn't responded to a bunch of angry people complaining about his mod then you sir are an idiot
seems to be a lot of angry people in this post just in case you hadnt realized Davey made and updates this mod for FREE and has shared it to the public for all of us to enjoy so if your wondering why he hasn't responded to a bunch of angry people complaining about his mod then you sir are an idiot
I don't think there is anything wrong with pointing out an issue you're having with a mod so long as you're civil about it. I'm trying to put together a personal modpack for me and some friends but the reliance on Multi Mob Library has made it near impossible to balance the spawns. There are just way too many mobs from Primitive Mobs in comparison to all the other things that are supposed to spawn. It's disappointing that I'm struggling so much to incorporate one of my favorite mods. I really think MML should be made optional. Perhaps Davey could hand the torch to someone else for a Multi Mob-less fork or something if they don't wanna continue working on it.
Wow chill ,my dude. But thanks for the report. It isnt ignored, I made a different oversight that I am working on. As a temporary fix you could increase the additional rarity to 100 or something or change the creature type of Sheepman to MultiMobMonster like the juggernaut. Essentially the system does a weighted random on all entries in the nether of that type but in case of the juggernaut its the only one occupying the list; therefore it will always be chosen. I simply will add a filler entry to counterweigh that in the next update.
Pretty calm, but the new config options are overly complicated. Maybe switch to json format if you're going with as much power over the mobs. It's also redundant since both multimobs and primitivemobs cfg have overlapping options for mobs.
Please simplify and unify the configs a bit. Having control over spawning in one file instead of two, and having a different format would be so useful. I feel you've reached a point with the mod where jsons would be more useful than the cfg files you're using.
Although I generally agree that json would be better; Im not sure if I can put my resources on reworking this at the moment. I will look into making this a bit easier to use. The benefit of the cfg approach is in-game editing, which I think has a lower barrier of entry. But seeing as json is becoming more of the standard I do see your point. Perhaps once I finish up my other project I will convert the system. Cheers
Primitive Mobs seem to hijack mob spawning in general. No matter how I configure it there is like 1-2 skeletons and over 300 skeleton warriors. Kinda hurts trying to have a variety and rarity of mob spawns. For lulz even Primitive Mobs hijacks lycanites it seems. Unless im doing something wrong. Im trying to configure it that only MAYBE 10% can be primitive mobs.
Ive been out of the loop for awhile and primitive mobs NEVER did this. I've always used modded mobs as a rarity aspect, but after spending literally 3 days changing every little thing in this MultiMob... NOTHING changes.
Basically he added a new dependancy to control primitive mobs, called Multimobs. It's a highly configurable mod, and you can seemingly use it for other mobs as well, but as you can tell, it's nearly impossible to get it working right. Your options are to either disable any mob you don't want spawning, or have whatever mob is at the top of the food-chain dominate the mob cap.
Leaving aside how absolutely broken the blazing juggernaut is otherwise.
This is still an issue. I have set the spawnlimit of the BlazingJuggernaut to 1 in multimob_spawns.cfg but it is completely ignored.