The Lost Cities

The Lost Cities

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"easymobs" vs "hardmobs" - Clarification?

Brittank88 opened this issue ยท 20 comments

commented

The wiki skips over actually explaining what these conditions are. Do "hardmobs" entries only exist in the world as spawners when the difficulty is hard? Why is there no "normalmobs" section then? It is confusing.

commented

@McJty Forgive me if this is something on my end but... I've been no-clipping around under the ground for like 20 minutes now, and have not seen a single blaze or witch spawn.

Furthermore, forge cannot find any witches or blazes anywhere either:
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...Is this normal? I hate to be that guy, but it really looks like something isn't right with the mod. I am using a custom profile, is that it?

commented

They are rare but they do work. I've seen them. Note, are you sure that spawners actually activate while you are in that mode? I know they don't in spectator mode

commented

I'm using the noclip feature of NotEnoughCreativity - they are spawning!

Hmm, is there any way to adjust the hardmobs general rarity? This is too rare for what I'm going for, but I don't want them peppered literally at any floor level either.

commented

Check the wiki: https://wiki.mcjty.eu/mods/index.php?title=Lost_Cities
You'll have to actually modify the building assets for that

commented

No no. It's just that some spawners in buildings are classified as being tied to 'hardmobs' and other spawners are classified as being tied to 'easymobs'. It doesn't correspond to the game difficulty

commented

Oh I see, and then I assume the hardmobs are spawned less frequently? Wouldn't it be better if mobs just had a weight parameter?

commented

It has to do with specific spawners. Spawners that are in somewhat more hard to reach locations and locations with better loot are tagged as 'hardmobs'. While others are easymobs

commented

Ah, interesting. I flew around a little while and didn't see anything but maybe I got unlucky?

commented

Well they are normal spawners. Not sure how you expect to recognize them? They are just coupled to the hardmobs factor. You generally find them very deep underground

commented

Recognising the mobs they were spawning, lol

Oh, another question, what scale does factor operate on? Is it a float, or an integer?

commented

It doesn't really matter. It's relative to the total sum. So you can do it in any range

commented

Ah, thanks. I should have really looked at the existing conditions.json to see that it could be both, and I could have asked a better question then lol

commented

Struggling to see any sort of legend on the wiki or in the JSON file that explains what each char represents in the building parts file.

commented

They are defined in the palette.json (and some in library.json)

commented

Ah, thank you. Seriously, your responsiveness and patience is outstanding, I really appreciate it.

commented

Okay, I'm struggling to work with these files, because after making some changes to conditions.json and the loot tables, the profile that was working before is now no longer being used in the dimension.

commented

Is there some log lostcities puts messages in relating to failing to parse the conditions file?

I'm also using KubeJS to add to and override existing instances of lostcities loot JSONs. Not sure if that is a problem.

commented

Ah, okay. Thanks!

It would honestly be nice if there was some global factor that was exposed as a general config option, but I'm still glad it's possible.

commented

Huh... that's really strange. The new mobs I added are spawning, but chest loot isn't working. Both are in the same conditions file...

EDIT: Somehow LC reset its own config to use the default profile for the dimension again. I did not change this back, I do not know why it has done this.

commented

Gonna close this for now - thank you for clarifying so many things!