Enderman natural spawning drastically decreased
LagTraveler opened this issue · 6 comments
Hello! I have the "r2.1-229" version for 1.15.2 with the last experimental forge (31.1.37), and, after installing the mod in my survival "ex-vanilla" game, I go to the enderman farm to get some experience for my perfect emerald testing tools, but I noticed that they spawn in very few quantities, and it makes almost an eternity to get level 30, also, if I remove the mod, they spawn "fast" at the "vanilla spawn quantities". it would be great if you could give me a hand! Thank you Vazkii, is a great mod and sorry for my 6-yo english level!
Could you disable the quark mobs module and see if this still happens? If it does, can I ask you to disable each feature in the mobs module individually, and turn them on one by one until it breaks? You can do this with the game loaded. You'll see a "Reloaded!" line pop up in chat each time.
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On Mon, Apr 6, 2020, 02:19 LagTraveler @.***> wrote: Hello! I have the "r2.1-229" version for 1.15.2 with the last experimental forge (31.1.37), and, after installing the mod in my survival "ex-vanilla" game, I go to the enderman farm to get some experience for my perfect emerald testing tools, but I noticed that they spawn in very few quantities, and it makes almost an eternity to get level 30, also, if I remove the mod, they spawn "fast" at the "vanilla spawn quantities". it would be great if you could give me a hand! Thank you Vazkii, is a great mod and sorry for my 6-yo english level! — You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub <#2001>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AANWFLYPX5KTEYMX75C7WFDRLEU3DANCNFSM4MBXICOQ .
I was doing some testing for the last 2 hours, yeah, if I disable "Mobs" the spawn ratio is about 60 endermen every 15 seconds acording to F3, if "Mobs" is enable it takes about 75 seconds to reach 50 endermen, also, if I disable Toretoises and Stonelings it takes about 30 seconds to reach 50 instead, so, is about half efficienty.
Apparently, my brain is a potato, because I am not able to identify which other mob creates conflict apart from those two, but I have definitely decided to deactivate all the mobs in exchange for better efficiency in the farm.
Anyway, thank you so much, maybe I lost the mobs, but not all the mod, so it is a great victory for me, very grateful :), I really appreciate the effort you put into it! Cheers!
Having a look through the code, Stonelings and Toretoises are, in fact, erroneously being added to the spawn tables. Disabling both of them should have the same effect as disabling the entire module. Can you check again that you did the test right?
It seems to be working correctly just by deactivating those two mobs, therefore, the other three mobs are activated and apparently there is no longer interfere with the farm. Thank you :)