ServerCore

ServerCore

7M Downloads

Please port the latest version to Forge 1.19.2

kitovoi111 opened this issue · 19 comments

commented

Please port the latest version to Forge 1.19.2
I have a large server on Forge 1.19.2 with IC2 classic mod, which is only available on 1.19.2, I need the latest innovations in your mod for 1.19.2, please.

commented

Ender mobs very more spawn rate in mob-caps: 20.
image

commented

image

commented

image

commented

None of those mobs are counting towards the mobcap at all? Servercore doesn't change how mobs are counted towards the mobcap. Mobcaps are a vanilla feature, servercore only gives the option to modify the maximum capacity, which is the second number on that screen - which looks correct.

If mobs aren't counting to the cap and you think they should be that is most likely the fault of the mod that implements those mobs, as there's a high chance you will find them not counting to the mobcap without servercore (you would just need some alternative way to inspect the mobcap)

commented

creatures 2500/1

commented

Those end mobs are from the creature mobcap? Did you change the spawn interval by chance? Creature spawns are supposed to be much slower than everything else, with their interval at 400.

If thats the case it still wouldn't explain why it would overspawn those mobs, does the same thing happen with cows, chickens and pigs?

commented

The problem is in the new version of the mod. Please check yourself, I don't quite understand. mod Endergetic (Abnormals team)

commented

I've figured out the absurdly fast spawning, but the spawning-over-mobcap is technically still possible.
The reason behind this is because Endergetic uses a custom mobcap end_creature for spawning, but gives the mobs itself the vanilla creature mobcap. This means that the end_creature mobcap will always have room to spawn more mobs, while actually adding the mobs to another cap. This is much less noticeable without the really fast spawning though.

https://github.com/Wesley1808/ServerCore/actions/runs/10331236032

commented

Is there anything specific you need or is it just in general? 1.19.2 is getting pretty old by now, I don't really have much motivation or time to backport everything to it.

commented

image

commented

https://github.com/Wesley1808/ServerCore/actions/runs/10250906910 should probably work for that, backporting a version of the mobcap config I made just before the config switch.

commented

https://github.com/Wesley1808/ServerCore/actions/runs/10250906910 should probably work for that, backporting a version of the mobcap config I made just before the config switch.

Here's a question. Can you please add a per-player-mob-spawn function to servercore?

commented

https://github.com/Wesley1808/ServerCore/actions/runs/10250906910 should probably work for that, backporting a version of the mobcap config I made just before the config switch.

Thank you very much. You are my savior.

commented

https://github.com/Wesley1808/ServerCore/actions/runs/10250906910 should probably work for that, backporting a version of the mobcap config I made just before the config switch.

Here's a question. Can you please add a per-player-mob-spawn function to servercore?

https://modrinth.com/mod/fabric-per-player-spawns

commented

Since the usual mob spawn is very bad and there are almost no mobs on the map, if the mob-cap is 10-30%, and if you add per-player-mob-spawn - then there will always be a lot of mobs since they spawn around the player. Considering the simulation.

commented

Per player mobspawning has been in the vanilla game since like 1.18. If that mod makes mobs spawn more frequently than without it, its because of some other behavior change it does. Which is a bit out of scope for servercore.

commented

I would suggest checking the global mobcaps to see if they're not full (mods like carpet mod can do this *if you're on fabric), sometimes one area can fill up the global cap with non-despawnable mobs that still count to the mobcap (for example mob switches).

Its possible that per player spawns mod completely skips the global mobcap, but idk that for sure. Otherwise make sure to check with /mobcaps that the cap just isn't already full at 10-30%, which can happen fairly quickly. If it is full then its intentional behavior that it doesn't spawn more than its supposed to.

commented

thank you very much!

commented

This version is now released on curseforge and modrinth as 1.3.6+1.19.2