Undead Nights - Zombie Horde Nights

Undead Nights - Zombie Horde Nights

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LAN server issue

Closed this issue ยท 4 comments

commented

We recently switched to a LAN server (e.g opening the single player world to multiplayer) but I noticed that the Horde mainly spawns to the host person. Or even if the Horde spawns on another player, the separated Horde will make it's way to the host rather than the nearest player

How do i fix this? thanks

commented

please provide:

  • Fabric, Forge, Neo?
  • Minecraft version?
  • latest.log (with debug messages enabled)
  • horde mobs config
commented

Fabric 1.20.1, im not sure how to do the latest.log

then as for horde mobs config

{
// If true, Nights of the Undead (horde nights) are enabled | default: true
"undeadNightsEnabled": true,
// Days between horde nights (1 = every night is a horde night) | default: 5
"daysBetweenHordeNights": 18,
// Chance in % for a horde night | default: 100
"chanceForHordeNight": 35,
// If true, each night a message will be sent to the player with how many nights are left before the next Horde Night | default: false
"sendHordeNightsCountdownMessage": false,
// Minimum distance a horde will spawn away from the player | default: 70
"distanceMin": 40,
// Maximum distance a horde will spawn away from the player | default: 75
"distanceMax": 50,
// Maximum amount of horde mobs that can be loaded in the world at the same time | default: 80
"hordeMobsSpawnCap": 200,
// If true, additional waves can spawn in a horde night | default: true
"spawnAdditionalWaves": true,
// Time in seconds between check for next possible wave in a horde night | default: 45
"cooldownBetweenWaves": 20,
// Chance in % for another horde wave | default: 7
"chanceForAdditionalWaves": 60,
// If true, horde waves can spawn in water | default: false
"hordeWavesCanSpawnInWater": true,
// If true, horde waves can spawn on trees | default: false
"hordeWavesCanSpawnOnTrees": false,
// If true, Players can't sleep through horde nights | default: true
"hordeNightsDisableSleeping": true,
// If true, the horde mobs will be persistent and not despawn | default: false
"persistentMobs": false,
// If true, the horde zombies will burn in daylight (only those added by this mod) | default: false
"hordeZombiesBurnInDaylight": false,
// If true, single stray horde zombies can spawn on normal nights | default: true
"spawnStrayHordeZombies": true,
// If true, debug messages will be logged out | default: false
"printDebugMessages": false
}

{
"configVariant": 1,
"maxWaveSize": 180,
"defaultMobId": "undeadnights:horde_zombie",
"extraSpawnInfo": "none",
"hordeMobs": [
{
"mobId": "undeadnights:elite_zombie",
"spawnChance": "20",
"extraSpawnInfo": "none"
},
{
"mobId": "undeadnights:demolition_zombie",
"spawnChance": "10",
"extraSpawnInfo": "tnt:5"
}
],
"internalConfigVersion": 1
}

commented

One thing I see right away is:

  • you have the hordeMobsSpawnCap on 200, this the the absolute maximum for all the players together, no more than 200 horde mobs can be loaded into the world at the same time
  • you have the maxWaveSize set to 180, this is per player

let's say you have 3 players on your LAN server, for a new horde:

  • the first player gets a wave with 180 horde mobs
  • the second player gets a wave with 20 horde mobs -> spawn cap of 200 reached
  • the third player gets no wave at all

or another case, let's say you already have 30 horde mobs from other waves running around, for a new horde

  • the first player gets a wave with 170 horde mobs -> spawn cap of 200 reached
  • the second player gets no wave at all
  • the third player gets no wave at all
commented

I see. Duly noted! Thanks mate ill have this fixed later