Fully upgraded Apotheosis spawner not respecting player proximity rules when spawning mobs, even in force-loaded chunks
TheAlchemist606 opened this issue ยท 5 comments
An Apotheosis Blaze spawner is (almost) fully upgraded. Min/max spawn delay is 20, spawn count is 16, max entities is 32, activation range is 16 but ignores players is present, ignores conditions is present, ignores light is present, No AI is present, and Redstone Control is present. The problem I'm having is that when I teleport away from my main base, all the currently loaded Blazes despawn (confirmed to be despawned using '/forge entity list') and the spawner does not appear to activate again until a player is in range. Specifically when a player is in range, since I have force-loaded the chunk with FTB Chunks and even added in a separate chunk loader mod (Chunk Loaders, project ID 402924) to verify that FTB Chunks was working. I've tried it with claimed and chunkloaded chunks, claimed and unloaded, and unclaimed chunks with 3rd-party chunk loader.
Do you get spawns if the spawner is set to spawn pigs or cows, or other passive mobs instead of Blazes? If so, then the spawner appears to not be working because the spawned mobs are instantly despawning as they are further than 128 blocks from the nearest player.
(Before testing this, kill enough blazes with the Capturing enchantment, or swab a few with a Mob Swab and combine them with fluid XP and an egg, to get a Blaze spawn egg so the original mob can be restored)
I had that problem in Atm6 with creeper spawner. If the spawner is far away from player is nothing you can do, maybe you should consider swiching to Hostile Neural Network?
Part of the reason I use Apotheosis's spawners is because of the raw item generation capabilities it in conjunction with Mob Grinding Utils offers. I can get nearly a million blaze rods in sight of a few hours by just idling next to a mob master with max looting upgrades and an apotheosis spawner. As far as I'm aware, Hostile Neural Networks doesn't even come remotely close to that kind of volume, and likely would leave me in a power generation deficit (I use blaze rods in stirling dynamos for early-game power). I also planned to use it with Carminite Ghastlings for ghast tear farming and a few other mobs for general resource farming.
I wanted to add to this that spawner agitators do not seem to be working on spawners either. Mob spawner activation range in general appears to be bugged somehow