Mobs spawn in the sea
AMRH2000 opened this issue ยท 4 comments
Mobs spawn in the sea
1.20.1
untamedwilds-1.20.1-4.0.4
forge 47.1.3
citadel-2.4.4-1.20.1
Also finding land mobs (rhino's, bears, boars, etc.) on the water in rivers too.
Definitely unnatural, how frequent this is.
Ive also noticed a mass amout of untammed wild mobs in the water and odd water swimming behaviour.
the manatee does a tight spin at times going up and down in the water. the cat was running in place in the water. sleeping boars in water.
MOD LIST:
[dynamiclightsreforged, aether_enhanced_extinguishing, supermartijn642configlib, betterwitchhuts, geckolib, deepslatecutting_forge, aether, illagerinvasion, betteroceanmonuments, sophisticatedcore, rubidium, sodium, nyfsquiver, gpumemleakfix, insanelib, xaeroworldmap, modernfix, citadel, alexsmobs, netherite_horse_armor, yungsapi, mixinextras, bookshelf, sophisticatedbackpacks, twigs, sweetberryfoods, lost_aether_content, swampier_swamps, shieldexp, betterfortresses, cloth_config, dragonmounts, leavesbegone, twilightforest, growthcraft, growthcraft_apiary, growthcraft_apples, growthcraft_bamboo, growthcraft_cellar, growthcraft_milk, growthcraft_rice, structure_gel, industrialforegoing, farmersdelight, amplifiednether, tempad, ambientsounds, jearchaeology, getittogetherdrops, endersdelight, endrem, supermartijn642corelib, resourcefulconfig, pamhc2foodextended, better_berries, curios, patchouli, cobble_tostoneviceversa_mr, collective, spyglass_improvements, horse_colors, elevatorid, bedrockplus, betterstrongholds, buildersaddition, resourcefullib, cumulus_menus, fennecfox, twilightdelight, inventoryprofilesnext, deeperdarker, architectury, doapi, terraform, vinery, dynamictrim, justhammers, allthetrims, cupboard, betterendisland, enhancedai, nitrogen_internals, rubidium_extra, l2library, deep_aether, chickensshed, letmedespawn, disenchanting, bettermineshafts, yeetusexperimentus, shulkerboxtooltip, scaffoldingdropsnearby, betterjungletemples, betteradvancements, fallingtrees, waterdripsound, insects_recrafted, puffish_skills, puzzlesapi, tameablebeasts, pamhc2trees, mutantmonsters, rechiseled, easymagic, jei, visualworkbench, callablehorses, mekanism, mekanismgenerators, mekanismtools, stoneworks, enlightened_end, easyelytratakeoff, clumps, comforts, naturescompass, untamedwilds, aethersteel, better_berries_plus, bagofholding, everycomp, betterdeserttemples, catalogue, terralith, packingtape, fusion, mythicmounts, puzzlesaccessapi, forge, travelerstitles, toofast, ironchest, nyfsspiders, minecraft, voicechat, trade_cycling, libipn, terrablender, biomesoplenty, moonlight, titanium, immersiveengineering, mixinsquared, jade, pamhc2crops, firstpersonmod, creativecore, spectrelib, domum_ornamentum, aeroblender, kotlinforforge, flywheel, create, brutalbosses, xaerominimap, pamhc2foodcore, gravestone, croptopia, experienceobelisk, polymorph, storagedrawers, canary, brutes_dropscraps_mr, fps, bettertridents, appleskin, ferritecore, biomemusic, puzzleslib, aquaculture, friendlyfire, wwoo, musicmanager, createaddition, cristellib]
About mobs spawning in water, there is a config option "blockSpawnsInWater" that was added in the latest 1.20 version. Not going to change the default behavior, however
About shitty pathfinding in Water, 1.20 broke something about swimming, so mobs can't trigger their AI properly, which I am on the process of fixing