The Hordes

The Hordes

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Config file issues with zombie players & a couple others.

Reignofmagic opened this issue ยท 3 comments

commented

Minecraft version: 1.20.1
Mod Version: 1.20.1-1.3.0b

First off, thanks for releasing the current version, it fixed the hordes not spawning / always on bug.

There are a few other bugs I have run across. I will have a copy of my config section(s) in question posted at the end of this issue.

  1. The infectionSpawnsZombiePlayers config is not being respected. --- It will spawn a zombie player if the player is infected regardless. Even when zombieGraves & drownedGraves are also set to false.

  2. The cure for infection seems to be tied to the "Regeneration" potion effect. I made no changes to the cures section json, but if I get the Regeneration buff from any other source (such as the Healing Campfire's mod) the infection is cured.

  3. The config file will occasionally make .bak files of itself. Between a play sessions I had 5 such instances generated. It doesn't seem to happen every time, or even with any discernible way to force it.

  4. It seems when the horde event starts, it starts based on current player location. In my testing I flew to another area a few hundred blocks away and no other mobs spawned throughout the course of the event, when I went back to the initial position there was just the first wave.

  5. This one is a cross mod issue. If you have the "Corpse" mod installed (my version is 1.20.1-1.0.9). If an infected player zombie spawns the corpse from corpse mod will not. This wouldn't really an issue except for I have seen the player zombie despawn in my testing.

Edit

  1. It seems that zombie piglins will remain hostile regardless of config setting, even after using commands to kill all nearby entities. new piglins that spawn will become hostile as soon as they see you.

Edit 2

  1. It seems that if a horde spawns, and you don't kill all the spawns the mod logs which mobs didn't get killed and they stay as "active" in the debug file. This has the side-effect of counting towards spawns of next horde. On my server I am now getting hordes where 5 or so mobs spawn total due to the backlog of previously spawned but unkilled mobs. I have tried doing the /kill command. setting to peaceful and re-exploring chunks, but the horde.dat file continues to save the old spawns but not re-spawn them. --- A temporary fix for this was renaming/deleting the hordes.dat file which cleared the history.

If you need any additional information, just let me know.

`
[Infection]
#Set to false to completely disable mob infection and anything related to it.
enableMobInfection = true
#Can villagers be infected.
infectVillagers = true
#Chance for a player to get infected, a value of 1 or higher makes it guaranteed
villagerInfectChance = 0.85
#Can players be infected.
infectPlayers = true
#Whether later levels of infected should slightly slow movement speed?
infectSlowness = true
#Whether later levels of infected should depleet hunger quicker?
infectHunger = true
#Chance for a player to get infected, a value of 1 or higher makes it guaranteed
playerInfectChance = 0.75
#How long do each of the 4 effect phases last for before the next phase is activated?
ticksForEffectStage = 6000
#Do players who die to infection spawn a zombie?
infectionSpawnsZombiePlayers = false
#Do entities on the infectionEntities list automatically target entities on the infectionConversionList
infectionEntitiesAggroConversions = true
#What factor should the infection potion effect timer be multiplied by for each cured infection? (Resets on death, set to 1 to disable scaling)
effectStageTickReduction = 0.95

[Misc]
#Whether to use zombie players as graves all the time. (Even if infection is disabled)
zombieGraves = false
#Whether to always spawn a drowned if a player dies underwater. (Even if infection or zombieGraves are disabled)
drownedGraves = false
#Whether to spawn drowned players when a player dies underwater instead of a zombie player. (Whether the zombie is spawned from infection or zombieGraves being true)
drownedPlayers = false
#Whether zombie players and drowned players should be immune to fire damage
zombiePlayersFireImmune = false
#Whether zombie players and drowned players burn in sunlight.
zombiePlayersBurn = false
#Whether zombie players and drowned players are immune to all damage from non player sources.
zombiePlayersOnlyHurtByPlayers = true
#Whether zombies and drowneds burn in sunlight.
zombiesBurn = true
#Whether skeletons and strays burn in sunlight.
skeletonsBurn = true
#Whether zombie villagers have vanilla curing mechanics or not
zombieVillagersCanBeCured = true
#Whether piglins and hoglins automatically convert to zombies in the overworld
piglinsHoglinsConvert = false
#Whether zombie horses are aggressive or not.
aggressiveZombieHorses = true
#Whether zombie horses burn in sunlight.
zombieHorsesBurn = true
#Whether skeleton horses burn in sunlight.
skeletonHorsesBurn = false
#Whether unmounted horses are scared of zombies.
zombiesScareHorses = true
#Whether zombie piglins are hostile by default
zombiePiglinsHostile = true
#Whether piglins kill zombie mobs
piglinsHuntZombies = true
#Whether piglins use cures they find and keep in their inventory to heal infection.
piglinsCureThemself = true
#Whether zoglins are agressive towards other undead mobs
zoglinsAttackUndead = false
`

commented

1 is fixed as of fixed as of version 1.20.1-1.3.1,

5 is kind of fixed, the zombie players replacing corpses or other gravestones is intended behaviour, however there was a bug preventing it from being disabled, which has been fixed, I have added a check so that in peaceful mode the zombie won't spawn and delete your items, as well as adding in an extra check to hopefully prevent them despawning

2 seems to be related to another bug that was fixed in this version, I haven't been able to replicate it after fixing that bug

4 and 7 seem to be part of the same issue, if it happens you should be able to use /hordes reset to clear the data, but I have added additional checks in to clear the data when the event ends

3 is a feature of forge unfortunately and I'm not sure if there's any way around it but I will look into it

6 is an issue with vanilla zombie piglin behaviour and may be fixable, but I haven't been able to figure out a good way as of yet

Leaving open in case 3 and 6 can be resolved

commented

The infection chances are also not respected, if I try to change the player infection chance from 75 to 0.5 it resets back to 75 (and apparently it happens with the villager infection chance as well).

commented

Fixed the infection chances config in 1.20.1-1.3.2