hiotewdew Posted October 5, 2018 Posted October 5, 2018 (edited) So my users have been experiencing a bug while using personal modpacks with my mod. For some reason, my animals spawn exceptionally fast (50+ per 4 chunks). But only sometimes. I have tested this with both my users trying to recreate a world seed with only BOP or traverse and remove all their other mods, and the bug seems to go away. I compared the modlists of 4 users experiencing the bug and found they share: - Biomes O Plenty/Traverse (either) - LLibrary - DynamicSurroundings - Bibliocraft I had one user remove DynamicSurroundings and nothing changed. Have not tested Bibliocraft, but there's no reason why it would mess with mob spawning. This is my mob registry. https://github.com/itsmeow/betteranimalsplus/blob/master/src/main/java/its_meow/betteranimalsplus/init/MobRegistry.java I register as EnumCreatureType.MONSTER because if I set them to creature they don't seem to spawn. Any ideas? (Ignore the BiomeType code, it's messy, but essentially you put a set of biome sets and it has to convert to an array with all of them) Users mostly discover high spawns of the Deer and the Lammergeier. I have tried setting getMaxSpawnedInChunk but it doesn't seem to do anything. Edited January 6, 2019 by hiotewdew Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
jabelar Posted October 5, 2018 Posted October 5, 2018 Firstly you're not using the proper way to register entities for 1.12.2. You should be using the registration event with the entry builder technique. The entry builder has addSpawn() method that can directly take an array of biomes. I have an example here: https://github.com/jabelar/ExampleMod-1.12/blob/master/src/main/java/com/blogspot/jabelarminecraft/examplemod/init/ModEntities.java Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
hiotewdew Posted October 5, 2018 Author Posted October 5, 2018 On 10/5/2018 at 3:10 PM, jabelar said: Firstly you're not using the proper way to register entities for 1.12.2. You should be using the registration event with the entry builder technique. The entry builder has addSpawn() method that can directly take an array of biomes. I have an example here: https://github.com/jabelar/ExampleMod-1.12/blob/master/src/main/java/com/blogspot/jabelarminecraft/examplemod/init/ModEntities.java Expand Thank you. I did know that they were old I wasn't really sure of the event I should be using. I have a question. Does the EntityEntry set have to be immutable? I converted my init function into a function that adds all the entity entries for all of my mobs to the set (non-final hashset) that is called before the registry set loop. Will that work? Also, for the resource location in the EntryBuilder, the number after is supposed to be modEntities++ (different number for each mob), right? Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
hiotewdew Posted October 5, 2018 Author Posted October 5, 2018 (edited) New bug: naturally spawned coyotes/bears have a bear model? It's a bear. That is named coyote, has coyote ai, but has a bear model. Why? I have no idea. -------------SNIP I thought a spawn egg made it work fine, but no, deers are now brown bears. HELP! Edited October 5, 2018 by hiotewdew Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
hiotewdew Posted October 5, 2018 Author Posted October 5, 2018 It seems as if one entity is overwriting all the other entity's renderers when the game starts. Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
hiotewdew Posted October 5, 2018 Author Posted October 5, 2018 Figured it out. I have two registry functions and I forgot to put modEntities++ on the other. *facepalm* 1 Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
hiotewdew Posted October 5, 2018 Author Posted October 5, 2018 (edited) Alright so some of my mobs just straight up aren't spawning: Bear (all 3, although kermode is rare) Deer (Don't know why, 13 weight is high for creatures) Feral Wolves Fox Tarantula (Went to desert at night) Hirschgeist (1% spawnrate, not worried abt it) Mob registry: https://github.com/itsmeow/betteranimalsplus/blob/master/src/main/java/its_meow/betteranimalsplus/init/MobRegistry.java Any ideas? I'll be busy for the rest of the day so I'll check back tonight Edited October 5, 2018 by hiotewdew Quote All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
jabelar Posted October 5, 2018 Posted October 5, 2018 Well, I know it is nice to make everything "algorithmic" where you can create sets and have nice methods that embody the functionality, but obviously it also created a chance to introduce bugs. Instead of getting "fancy" with a set of entity entries, why not (at least for now until you get it working) just do it all flat and in-line (like don't even create a collection or loop, just make entry and register, make next entry and register that) right in the single registry handling method. Get THAT working first, then re-organize your code. Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
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