The horde didn't come
somebush opened this issue ยท 4 comments
Forge 1.12.2.
I started the game on a new modpack (build by myself) with 121 mods, including The Hordes. I configured the mod so that the hordes would come every 4 days. I played for more than 4 days, but the horde never came. A couple of times, far from me, on the roof of the Lost Cities building, I saw a crowd of zombies and zombie horses - but they did not rush towards me, as is usually the case in hordes, but simply stood, and I also never received notifications about the horde.
Perhaps the Extended Days mod is to blame. Despite the fact that I read the explanations for the settings in the config and configured both of these mods to work together.
My mod list:
AutoRegLib-1.3-32.jar
Quark-r1.6-179.jar
Hwyla-1.8.26-B41_1.12.2.jar
armored_stone.jar
valkyrielib-1.12.2-2.0.20.1.jar
simplegenerators-1.12.2-2.0.20.2.jar
DynamicTreesPHC-1.12.2-2.0.6.jar
appliedenergistics2-rv6-stable-7.jar
RLTweaker-1.12.2-0.5.3.jar
grappling_hook_mod-1.12.2-v13.jar
ItemFilters-1.0.4.2.jar
[1.12.2]bspkrscore-universal-8.0.1.jar
FTBLib-5.4.7.2.jar
FTBQuests-1202.9.0.15.jar
just-enough-harvestcraft-1.12.2-1.7.2.jar
WorldGen-Block-Replacer-2.3.3+1.12.2.jar
DynamicSurroundings-1.12.2-3.6.3.jar
Controlling-3.0.12.2.jar
DynamicLights-1.12.2.jar
ElenaiDodge2-1.12.2-1.1.0.jar
castle_dungeons-2.2p1-1.12.2-forge.jar
OreLib-1.12.2-3.6.0.1.jar
LootTweaker-0.3.1+MC1.12.2.jar
BadMobs-1.12.2-1.1.40.jar
tumbleweed-1.12-0.4.7.jar
DynamicTreesBOP-1.12.2-1.5.2.jar
ElevatorMod-1.12.2-1.3.14.jar
betternether-0.1.8.6.jar
InvMove-1.12.2-0.4.6.jar
DynamicTrees-1.12.2-0.9.29.jar
RoguelikeDungeons-1.12.2-1.8.0.jar
HardcoreDarkness-MC1.12.2-2.0.jar
lostcities-1.12-2.0.22.jar
iceandfire-1.9.1-1.12.2.jar
llibrary-1.7.20-1.12.2.jar
StackUp-0.2.5.jar
enchantedgoldenapplecrafting-1.0.1.jar
MTLib-3.0.7.jar
modtweaker-4.0.20.11.jar
UndergroundBiomesConstructs-1.12-1.3.14.jar
base-1.12.2-3.14.0.jar
CraftTweaker2-1.12-4.1.20.697.jar
WanionLib-1.12.2-2.91.jar
replaymod-1.12.2-2.6.14.jar
SilentLib-1.12.2-3.0.14+168.jar
ExtendedDays-1.12.2-0.2.9-28.jar
simpleplanes-1.12.2-3.0.1.7.jar
Mekanism-1.12.2-9.8.3.390.jar
performant-1.12.2-1.10.jar
ChunkAnimator-1.12.2-1.2.1.jar
CreativeCore_v1.10.71_mc1.12.2.jar
AmbientSounds_v3.1.7_mc1.12.2.jar
LLOverlayReloaded-1.1.6-mc1.12.2.jar
hitindication-1.12.2-1.3.1.jar
wi-zoom-v1.1-MC1.12.2-release.jar
UntranslatedItems-1.12.2-1.0.0.jar
EnchantmentDescriptions-1.12.2-1.1.15.jar
ItemBorders-1.12.2-forge-1.2.0.jar
LegendaryTooltips-1.12.2-1.1.10.jar
PickUpNotifier-v1.1.5-1.12.2.jar
AppleSkin-mc1.12-1.0.14.jar
overloadedarmorbar-1.0.4g.jar
MouseTweaks-2.10-mc1.12.2.jar
[1.12][Forge]+RPG-HUD-3.8.1.jar
omlib-1.12.2-3.1.5-256.jar
openmodularturrets-1.12.2-3.1.4-356.jar
EpicSiegeMod-13.169.jar
jei_1.12.2-4.16.1.301.jar
VillageNames-1.12.2-4.4.6(1).jar
Forgelin-1.8.4.jar
future-mc-0.2.11.jar
Pam's+HarvestCraft+1.12.2zg.jar
coroutil-1.12.1-1.2.37.jar
BiomesOPlenty-1.12.2-7.0.1.2444-universal.jar
zombieawareness-1.12.1-1.11.16.jar
Clumps-3.1.2.jar
TexFix+V-1.12-4.0.jar
VanillaFix-1.0.10-150.jar
foamfix-0.10.15-1.12.2.jar
BetterFps-1.4.8.jar
clientfixer-1.12.2-1.9.jar
OptiFine_1.12.2_HD_U_G5.jar
CoFHWorld-1.12.2-1.4.0.1-universal.jar
CodeChickenLib-1.12.2-3.2.3.358-universal.jar
Atlas-Lib-1.12.2-1.1.5a.jar
RedstoneFlux-1.12-2.1.1.1-universal.jar
forgemod_VoxelMap-1.9.28_for_1.12.2.jar
SpartanWeaponry-1.12.2-1.5.3.jar
ThermalFoundation-1.12.2-2.6.7.1-universal.jar
champions-1.12.2-1.0.11.10.jar
ToughAsNails-1.12.2-3.1.0.141-universal.jar
roughMobs1.0.14-1.12.2.jar
MutantBeasts-1.12.2-1.0.2.jar
The-Hordes-1.12.2-1.1.6b.jar
SRParasites-1.12.2v1.9.12.jar
techguns-1.12.2-2.0.2.0_pre3.2.jar
ThermalExpansion-1.12.2-5.5.7.1-universal.jar
CoFHCore-1.12.2-4.6.6.1-universal.jar
VillagerTrades-1.12-0.6.4.jar
Sound-Physics-1.12.2-1.0.10.jar`
hordes.cfg:
`# Configuration file
"horde spawn event" {
# Set to false to disable the use of beds during a horde event.
B:canSleepDuringHorde=false
# Length of a day (use only if you have another day that changes the length of the day/night cycle) Default is 24000
I:dayLength=48000
# Set to false to completely disable the horde event and anything relating to it.
B:enableHordeEvent=true
# How long in ticks does the horde notification appear? (Only applies to modes 2 and 3)
I:eventNotifyDuration=60
# How do players get notified of a horde event. 0: Off, 1: Chat, 2:Action Bar, 3:Title
I:eventNotifyMode=2
# How much should the size of each horde scale down by when multiple players are near each other?
D:hordeMultiplayerScaling=0.8
# Amount of days between horde spawns
I:hordeSpawnDays=4
# Time in ticks the spawn lasts for.
I:hordeSpawnDuration=8000
# Time in ticks between spawns for the horde spawn event.
I:hordeSpawnInterval=1000
# Max cap for the number of entities that can exist from the horde at once.
I:hordeSpawnMax=140
# Multiplier by which the spawn amount increases by each time the event naturally spawns. (Set to 1 to disable scaling.)
D:hordeSpawnMultiplier=1.1
# Play a sound when a horde wave spawns.
B:hordeSpawnSound=true
# Amount of days a horde event can be randomly extended by
I:hordeSpawnVariation=0
# What time of day does the horde event start? eg 18000 is midnight with default day length.
#I:hordeStartTime=18000
I:hordeStartTime=36000
# Do the daylight cycle (and active horde events get paused while there are no players online.).
B:pauseEventServer=true
# Amount of mobs to spawn per wave.
I:spawnAmount=25
# Set to true to enable the horde spawning on the first day. (Game day 0)
B:spawnFirstDay=false
# A list of entities to spawn followed by the spawn weight then the day they first appear on then the last day. Higher weight is more common. Leave the last value to 0 to set no max day, entities can have nbt attached to them.(e.g. minecraft:zombie-20-0-0{ActiveEffects:[{Id:12,Amplifier:0,Duration:10000}]})
S:spawnList <
minecraft:zombie-35-0-20
minecraft:zombie_villager-1-0-10
minecraft:husk-45-30-0
minecraft:zombie_horse-3-30-0
>
}
infection {
# A list of items which can cure infection when 'consumed' use '' to specify any metadata, can accept nbt tags. eg.minecraft:golden_apple:, minecraft:potion{Potion: "minecraft:strong_regeneration"}
S:cureItemList <
minecraft:golden_apple:*
>
# What factor should the infection potion effect timer be multiplied by for each cured infection? (Resets on death, set to 1 to disable scaling)
D:effectStageTickReduction=0.95
# Set to false to completely disable mob infection and anything related to it.
B:enableMobInfection=true
# Whether later levels of infected should depleet hunger quicker?
B:infectHunger=true
# Can players be infected.
B:infectPlayers=false
# Whether later levels of infected should slightly slow movement speed?
B:infectSlowness=true
# Can villagers be infected.
B:infectVillagers=true
# A list of entities that can be infected, followed by the chance out of 100 to infect, then the entity to convert them to, entities can have nbt attached to them.(e.g. minecraft:villager-85-minecraft:zombie_villager{ActiveEffects:[{Id:12,Amplifier:0,Duration:10000}]}), note: players and villagers have special code accociated with them, and should not be in this list
S:infectionConversionList <
minecraft:horse-65-minecraft:zombie_horse
>
# Mobs which are based on entities in this list can cause the infection effect.
S:infectionEntities <
minecraft:zombie
minecraft:zombie_villager
minecraft:husk
minecraft:zombie_horse
hordes:zombie_player
>
# Do entities on the infectionEntities list automatically target entities on the infectionConversionList
B:infectionEntitiesAggroConversions=true
# Do players who die to infection spawn a zombie??
B:infectionSpawnsZombiePlayers=true
# Chance out of 100 for a player to get infected
I:playerInfectChance=75
# Play a sound when the player beomes infected.
B:playerInfectSound=true
# Tint the player's screen and display other visual effects if they are infected.
B:playerInfectionVisuals=true
# How long do each of the 4 effect phases last for before the next phase is activated?
I:ticksForEffectStage=6000
# Chance out of 100 for a villager to get infected
I:villagerInfectChance=85
}
misc {
# Whether zombie horses are aggressive or not.
B:aggressiveZombieHorses=true
# Whether skeleton horses burn in sunlight
B:skeletonHorsesBurn=true
# Whether skeletons burn in sunlight.
B:skeletonsBurn=true
# Whether to use zombie players as graves all the time. (Even if infection is disabled)
B:zombieGraves=false
# Whether zombie horses burn in sunlight
B:zombieHorsesBurn=true
# Whether zombie players burn in sunlight.
B:zombiePlayersBurn=false
# Whether zombie players should be immune to fire damage
B:zombiePlayersFireImmune=false
# Whether zombie players are immune to all damage from non player sources.
B:zombiePlayersOnlyHurtByPlayers=false
# Whether zombie villagers have vanilla curing mechanics or not
B:zombieVillagersCanBeCured=false
# Whether zombies burn in sunlight.
B:zombiesBurn=true
# Whether zombies scare horses
B:zombiesScareHorses=true
}
`
extendeddays.cfg:
`# Configuration file
main {
client {
clock_hud {
# If set to false, the clock will not render under any circumstances.
B:Enabled=true
# Sets the position of the clock HUD element. Entering negative numbers will anchor the clock to the right/bottom of the screen. [range: -2147483648 ~ 2147483647, default: 5]
I:"Position X"=5
# Sets the position of the clock HUD element. Entering negative numbers will anchor the clock to the right/bottom of the screen. [range: -2147483648 ~ 2147483647, default: 5]
I:"Position Y"=5
# If enabled, the clock HUD will show at all times. Otherwise, you must either be above ground, able to see the sky, or have a watch.
B:"Show Always"=false
# Displays the exact time when the player has a pocket watch in their inventory.
B:"Show Time With Pocket Watch"=true
# Positioning of time text, relative to the clock bar. AUTO will position it either LEFT or RIGHT, depending on where the clock bar is anchored.
# Valid values: [AUTO, LEFT, RIGHT, TOP, BOTTOM] [default: AUTO]
S:"Text Position"=AUTO
# Display time with a 12-hour clock (AM/PM instead of 24-hour).
B:"Use 12-Hour Clock"=true
}
sky {
# Override sky rendering. Without this, the sun/moon will likely freeze during extended periods. Disable if this feature conflicts with another mod.
B:"Override Sky Rendering"=false
}
}
debug {
# When enabled, additional information may be logged or displayed on screen.
B:"Debug Mode Enabled"=false
}
compatibility {
# Override the Morpheus new day handler to allow time to advance correctly.
B:"Morpheus Support"=false
}
network {
# The delay (in ticks) between sync packets being sent to the client. [range: 1 ~ 2147483647, default: 20]
I:"Packet Delay"=20
}
time {
# Sets the times of day/night that will be "extended". Each line contains two values separated by a space. The first is the time of the day to add the period (in ticks, whole number between 0 and 23999, same as the numbers you would use in the "/time set" command). The second is the number of minutes to add (real minutes, not ticks! You can use non-whole numbers if you want to). [default: [6000 30], [18000 10]]
S:"Extended Periods" <
3000 10
16000 10
>
}
}
`
I think that the building roof may have been the culprit. The drop was probably too big for them to barely survive or die of fall damage, and they could not find a suitable route to reach you without taking fall damage. World gen often messes with the Horde AI. I once had a Horde Night, and I did not see a single mob come to my base aside from Zombeis that spawned naturally outside of the event. The next morning, I see a nearby ocean filled with Zombie Horses, Drowned, Zoglins, and dead Salmon and Squids.
Yes, the ocean! At horde night of zombies appear mainly in the ocean. And they... They just bounce up and down, staying afloat, but they don't rush towards me. They don't even look in my direction. They paid attention to me only when I opened fire on them with a firearm. But even after that they did not swim towards me. Although zombies can swim.
My base is on top of a mountain, surrounded by ocean on all sides and covered in lava to protect against climbing enemies like spiders. On the ocean side there is a staircase 1 block thick. I can easily walk along it, and so can the mobs. But they did not take advantage of this opportunity and simply stood in one place in the water...
Another time everything worked fine. When I was in a normal area with forests, steppes and small hills, and summoned a horde through the command, the horde rushed towards me, they saw me and walked many blocks away. But then, when I started playing survival, apparently I overdid it on defense and broke their AI. Despite the fact that they still had a way to me, through the stairs.
Does it work with default settings? Some day length changing mods don't actually change the length in tick time, but rather pause the tick count.
Now the horde is coming on schedule. I didn't notice what change in the build affected this. Maybe the point is that it was necessary to multiply or divide the number of days by 2 because of the mod for changing the length of the day. But I already changed The Hordes to Hostile Worlds - Invasions and can't check again.