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[1.10.2] Cursed earth stops spawning mobs over time #1135

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Kzorith opened this issue Dec 2, 2016 · 27 comments
Open

[1.10.2] Cursed earth stops spawning mobs over time #1135

Kzorith opened this issue Dec 2, 2016 · 27 comments

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@Kzorith
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Kzorith commented Dec 2, 2016

We have found in using the 1.2.2 version of ExU2 that cursed earth stops spawning mobs after a period of time being chunkloaded. Generally mob spawns will start at a reasonable rate and then decline over a period of 24 hours.

We have tried it with FTBUtils loading the chunk as well as an ExU2 Chunkloading ward. Both evidence the same effect.

The only solution at the moment is to remove all forms of chunkloading from the chunk(s) the cursed earth is in, and leave the area so that it unloads for a period of time. When we return to the area, the cursed earth will again spawn actively. This makes it inconvenient (though not impossible) to run longer term mob farms for resources when you have to unload the area every day. (The period could be shorter than 18-24 hours, but that is roughly how long between times I've noted it.)

Curiously enough, I noticed the issue in Direwolf20's Forgecraft series as well early on, and he commented on it. Unfortunately, I'm not sure which episode(s) of the series so I can't link a reference here at the moment.

Thanks
Kzorith

@HenryLoenwind
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Interesting. We're getting the same reports for Ender IO Item Conduits, so it may be something else...

@CleverLikeMe
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Have the same issue, but over a significantly shorter time period, in single player. Mobs will spawn at a usual rate for 30 minutes to 1 hour, but after that essentially stop.
Tested several times, leaving the player within a few blocks of the cursed earth farm. Farm is in total darkness. Single player world, using the latest version of the Direwolf20 1.10.2 pack (extra utils2 1.1.2)

@RedFoxWhiteruff
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Running a Direwolf20 v1.1.3 server and the same problem occurred for me, only it didn't take very long at all for the cursed earth to stop functioning. Maybe 15 minutes.

@cha0s
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cha0s commented Dec 15, 2016

I can confirm this issue exists on my server as well.

Restarting the server fixes it.

@Kzorith
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Kzorith commented Dec 19, 2016

HenryLoenwind - So where else would you recommend we open tickets to get to the bottom of this. If it's happening with Ender IO as well, I guess a ticket should be opened there, but where does the chunkloading mechanics that ExU2 and FTBUtils use ultimately come from? Is it native to Minecraft or is it something that is added in Forge?

@HenryLoenwind
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Chunkloading comes from Forge, but I am not sure this issue is caused by chunbkloading. I think it may just be exposed by it because without it the chunks can be reloaded if the player logs out or travels around.

There are plenty of Ender IO tickets for this around, no need for a new one. ;)

@Kzorith
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Kzorith commented Dec 19, 2016

Ok, so this issue remains one definitely in the hands of RWTema or any assisting in code maintenance on his behalf. What can we do or provide that will assist in the analysis of this issue? Unfortunately, it's not a crash so there are no logs to help pinpoint the issue. Short of standing there and timing mobs spawning over time, I'm not sure we can give you any kind of hard data as to how long it takes before they stop.

@cha0s
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cha0s commented Dec 20, 2016

I just wanted to note:

  1. I have had no problem with Ender IO conduits no matter the amount of time left chunkloaded: I believe this is a red herring and at best does not belong in this ticket but in a ticket against Ender IO

  2. I thought at first that this was simply an issue of other mobs spawning around and that the cursed earth wouldn't spawn mobs if nearby mobs became too many: I created a Void dimension with rftools dimensions to house my cursed earth spawner and the problem persisted. There is definitely some issue with the cursed earth stopping spawning mobs after a certain amount of time. Again, a server restart does fix it.

@Kzorith
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Kzorith commented Dec 20, 2016

cha0s - I've actually had the problem with the Ender IO conduits, but I agree that is something for Ender IO and HenryLoenwind has noted that team has tickets for this already.

In thinking about the problem, I'm kind of wondering if there might be an issue in the code that causes the mobs to die after one minute. Maybe there is some condition where it doesn't get reset properly and causes mobs to either disappear instantly or makes it so they don't spawn at all (time to live = -1 s, no spawn)?

@CleverLikeMe
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CleverLikeMe commented Dec 20, 2016 via email

@Jaysleazy
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just thought I would add, same thing is happening with Resturbed Spawners

@Ommina
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Ommina commented Jan 14, 2017

About eight hours before it stops working for me. Same story otherwise. Removing chunkloading, wander off for a few minutes and return, and it starts back up.

Of those following this, is there any common method of dispatching the critters after they have spawned? I'm using a Draconic Evolution grinder, which seems to dispatch the mobs by hitting them with Integer.MAX_VALUE.

@RedFoxWhiteruff
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Ommina, I was using vector plate lanes to push mobs toward a small 4x diameter drop chute onto some iron spikes. The mobs don't appear to spawn on vector plates with the cursed earth (unlike regular vanilla mob spawning, where they can). However I left enough space around the plates where they could still spawn.

Mobs would spawn aggressively from the cursed earth for a matter of 5-10 minutes, then stop. Only a server restart would fix the issue, but it would just happen again after another 5-10 minutes so I eventually just gave up on the mob farm.

@Excyclic
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I experienced this as well on SkyFactory 3 with a mob farm using vector plates and a Mob Masher. Since the mob farm was under my base, unchunkloading everything would be a pain, so I decided to move it using RFTools Builder. When I checked the card containing the details it showed there were 30 Zombie entities that could be moved, however, there were no visible zombies in the chamber. This would explain why the cursed earth wasn't working, but not why the entities are still being detected after death.

@Hexus-One
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I've a farm using vector plates and diamond spikes in the bottommost subchunk - getting the same problem also.

@Hexus-One
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Note that I do not have cursed earth.

@mcdodge34
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I can relate to this, when I reload my server, everything works fine for awhile, then the mob rates becomes ridiculous and the farm is nearly useless after awhile...

@notmark
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notmark commented Apr 28, 2017

Experiencing this issue in Foolcraft 1.3.2. Only a server restart fixes.

@caustinbrooks
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Experiencing this issue with cursed earth spawning and vector plates.

@notmark
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notmark commented May 8, 2017

I switched from the chicken chunk loader (on the map) to the in game chunk loader and it seems to have fixed the issue.

@AWolters-ru
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Still a thing, the Spawning stops after ~30 mins, but continues on closing and opening the world. WorldEdit is not showing me any strange mob artifacts though, so that is probably not it. Using the Advanced Mob Masher from mob_grinding_utils, World is available on request. Five Head Island Modpack, try it out.

@dfiel
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dfiel commented Jun 23, 2017

I am still experiencing this issue, on the latest version of FTB Beyond (1.9.0)

@tylervick
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+1 for this, still an issue on 1.10.2

@einsteinsci
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Still experiencing this issue in Sky Factory 3, XU2 version 1.10.2-1.6.3.

@DemonfangArun
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Still a thing, FTB beyond 1.10.2. I was going to use this as a passive mob farm, but I guess I won't.

@leolson
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leolson commented Dec 27, 2017

Also experiencing this with Cursed Earth and Resturbed Spawners in what I think is the latest FTB Beyond 1.10.2. Please fix as this makes it pretty much useless for a mob spawner.

@Demonspitfir
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Direwolf20 1.12.2 ModPack - Cursed Earth and my Dark Room - this issue still persists in a single player game.

Logging out, and Logging back in. "Restarting the server" fixes the issue.

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