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Backported vanilla mobs don't spawn naturally #332

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xenoramos opened this issue Sep 17, 2023 · 15 comments
Closed
1 of 3 tasks

Backported vanilla mobs don't spawn naturally #332

xenoramos opened this issue Sep 17, 2023 · 15 comments
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Won't Fix Issue will not be addressed for a specified reason

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@xenoramos
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Please check any boxes that apply to you and your issue

  • I use a translator application to post this issue.

  • This is a crash. Please upload, Pastebin, Gist or copypaste the whole crash report along with this issue.

  • This is a mod incompatibility. If I do this in vanilla Forge with only Et Futurum Requiem installed, it works normally.

Version number of Et-Futurum-Requiem (IMPORTANT)

2.5.0. rc1
(but essentially it was in previous versions too, I just didn't notice it as much earlier)

Describe the issue (IMPORTANT)

Shulkers, Husks and Strays do not spawn naturally, despite in config file it is set to "true" for all of them. Spawning them using creative mode works fine, no bugs or issues with them existing inworld.
Especially noticeable at Shulker, as there is clearly mentioned it works with HEE and even can apply HEE's "biome" color to them, but I haven't seen any in ages, but at clear installation (with and without HEE) shulkers appear pretty quickly after loading into End dimension.

Mod list (OPTIONAL)

https://pastebin.com/xAvjLP4r

Additional Context (OPTIONAL)

I have checked several mods individually (like DivineRPG or AoA, which add tons of mobs), I have no idea how to narrow list of potential culprits on that.
Currently I'm trying to test individual mods, but it takes tons of time

@Roadhog360 Roadhog360 added the Cannot Reproduce When an issue cannot be replicated by its asignee label Sep 17, 2023
@Roadhog360
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Roadhog360 commented Sep 17, 2023

They spawn fine for me. Are you sure that you've set the Shulker spawn anywhere to true? And for husks and strays, did you check in the correct biomes on the surface? They will only spawn in deserts and snowy biomes, respectively. And only exposed to the sky.

@xenoramos
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As for config - yes, I have used literally same config files to be completely sure, so on clean install shulker appear on main End island and on HEE orbs too.
As for Husks and Strays - I have seen tons of Skeletons on the snowy biome on surface at night, but not a single Stray the whole time.
And on my desert biome - had many Zombies, but not a single Husk.

@Roadhog360
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Some mod is messing with my spawning code then... :/

@Roadhog360 Roadhog360 added Mod Incompatibility and removed Cannot Reproduce When an issue cannot be replicated by its asignee labels Sep 17, 2023
@xenoramos
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p.s. as for Shulkers, it's VERY odd. In my modpack, if I remove ONLY Hardcore Ender Expansion (while keeping everything else and having same configs), shulkers start spawning.
But if HEE and EFR are only mods - shulkers can spawn in HEE End. I guess some mod conflict with HEE and this actually breaks EFR Shulker spawn x__x

But other mobs still refuses to spawn. I guess it's unfixable multi-mod incompatibility :c

@Roadhog360
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I don't declare an issue unfixable, until it is closed and marked as "Won't Fix"

Yeah some mod is making invasive changes to the spawn list. By any chance is there a mod which claims to allow the user to customize entity spawns? There might be something wrong with it. A good way to narrow down the issue is not removing one mod at a time and then adding it back, but rather, removing a handful of mods, and if the issue persists, not to add them back but keep removing batches of mods. Once a batch causes the issue to be fixed, then you slowly add mods back from that batch.

If you send me your mods and configs in a zip I'll take a look when I get a chance.

@xenoramos
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xenoramos commented Sep 17, 2023

I will try doing that way to determine source of the issue with overworld mobs.
And a bit later I will zip mods and configs and upload them.

p.s. just to clarify - EFR Zombie Villagers do spawn actually. That got me surprised, I thought they aren't spawning too, but didn't include in the list as it's hard to check for them since they're rare.

@Roadhog360
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EFR zombie villagers will replace the default zombie villagers on construction, the replacement is far more direct so I'm not surprised they still work.

@xenoramos
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Alright... Husks (and I assume Strays, if their spawn method is similar, I just tested Husks as I found a seed where desert is close to spawn, since I have to re-make worlds after removing bunch of mods) don't spawn because of Optifine (I had literally no idea that is even theoretically possible O_O)... which is a shame, I don't have very high-end PC, so Optifine is almost a must-have for decent performance, and I don't know any alternatives for 1.7.10.
Shulkers, however, DO spawn with optifine, so there is different kind of mod conflict.

@GregoriusT
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GregoriusT commented Sep 17, 2023

Wait you are telling me apart from messing up Block Spawn Procetion in SinglePlayer Optifine ALSO messes up the Husk and Stray Spawning Mechanic?!?!?!

Also I would suggest just trying without Optifine. Maybe try Fastcraft or something. Just reduce the render distance and set graphics to Fast instead of fancy, that will help a löt

@Roadhog360
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Roadhog360 commented Sep 17, 2023

I don't like the idea of telling people to just turn down their render distance and graphics, the whole point of optimization mods is so you're less likely to need to.

My solution would be trying mods like Neodymium, FastCraft, ArchaicFix and NotFine. OptiFine makes invasive changes and can occasionally break things. Here's a full list of mods that increase performance. You may have to play with some configs, and not all of them will be compatible but you're going to get better performance with different mods than OptiFine, and they'll be more compatible.

OptiFine is closed-source, makes breaking changes to the game and is severely outdated, people should really stop using it. As such, any issues that stem from OptiFine directly, are unsupported.

I will look into it anyways, but a fix is far from promised due to the fact OptiFine may simply be failing to fire the code I hook into in order to spawn these mobs.

@Roadhog360 Roadhog360 closed this as not planned Won't fix, can't repro, duplicate, stale Sep 17, 2023
@Roadhog360 Roadhog360 added Won't Fix Issue will not be addressed for a specified reason and removed Mod Incompatibility labels Sep 17, 2023
@xenoramos
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Yeah, I understand about optifine related issue, but I still struggle to understand Shulker spawning issue. But I guess I'll just have to accept it.

@Roadhog360
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There is probably a mod carelessly removing the Shulkers from the spawn list.

@xenoramos
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I have only one mod (I'm aware of) that can do so (called BadMobs), but it has to be set up manually (to block undesired mobs, I use it for DivineRPG's merchant, since they are so annoying), but I did not add Shulker into the list. And the list does not have it.

What's more odd - if I use my full modpack with only Hardcore Ender Expansion removed, shulkers start spawn. Easy to assume "well, that means HEE does that".
But first: as far as I'm aware of, EFR is made in mind with compatibility with HEE, so it should not bug that way.
And second - if I use only EFR and HEE - shulkers still spawn. That on exact same config files. Which means it not just some certain mod alone doing that, but instead it's more like complicated multi-mod conflict, which I cannot understand ever.

@Roadhog360
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I see. Interesting. If you can find the minimal reproduction mod list please open a separate issue about just the shulkers. Yes HEE is supposed to be compatible, and indeed I did extensive testing when I decided to add the bonus feature of spawning colored shulkers naturally in tweaks.

For the husk and strays issue I have decided to add back the old spawning logic as a tweak for a future update, this logic will be used by force when OptiFine is present. The old spawning logic simply added them as regular mobs instead of replacing specific sky-exposed baddies.

@xenoramos
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I will try to find that minimal list, probably tomorrow or so. If I succeed in finding, I will open a new one.

And never got a chance to say huge "Thank You" for all the time and effort on the mod, EFR actually did bring me back into my modpack I've been playing for several years╰(°▽°)╯

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