From my experiences in actual play, I have noticed that mob density underground seems to increase depending on progress.
I entered a cave system with a Wood Pickaxe and Stone Sword. Only fought a single creeper.
Went back with full Iron, including Armor. In that instance, I got mobbed by several Zombie and Skeleton squads. A dungeon was found nearby, so I assummed that was the culprit then.
Got lucky and found 30+ Diamonds in a single cave. This has not happened in any of my playthroughs. Getting back to base resulted in getting hounded by an endless stream of mobs. This has not happened in any of my playthroughs.
This is probably just my imagination, but it has happened...
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@Crudedragos: Yes that's essentially what I was getting at, "short circuiting" the properties of mobs using a separate mod entirely. I'm not too surprised that from a practical standpoint a coremod might be the main or only way to accomplish it, though. My logic was that having one central mod able to override or configure ANY mob mod will avoid having to pester every modder to expose their config settings on a per-mod basis, as well as not having to juggle every mod's configs separately since they'd all be in one place that way. Alas, it seems like it's not especially doable at least for the time being, and it's a huge pain either way.
@Mohawky: Replace ALL the spawn code!
I've had good luck with Ruins and Highlands so far, so that's another of its perks I suppose. I do really like some of the biomes though, the Sahel and Outback are really interesting twists blending grassland and desert somewhat which is a void I felt needed filled with some new biomes. I don't know if I'll go too overboard adding any more biome mods simply for the sake of per-biome mob spawns, and I guess there are only so many variants on biomes you can throw out there before they don't give a whole lot more variety versus the time spent configuring them.
An 18 hour stretch petering down on spawns isn't too bad, definitely progress compared to what we started with not that long ago! I'll be generally content to have at least 12 hours of continuous uptime before spawns get scarce. I'm almost happy with the creature/animal spawns right now, it's the hostiles that seem to be hitting a wall. Or at least they're hitting the wall sooner, I suppose.
Maybe we are all looking at this in the wrong way. Rather than trying to correct a system that is too flawed, perhaps someone should write a mod that completely shuts down Minecrafts whole spawning system and replaces it with something better
Sounds better in theory than practice. CMS already does its own thing, and you have complete incompatabilities with other mods. Nobody likes adding dependecies to their development, so its unlikely to get other modders to take it up on that principal alone, never mind if they happen to disagree on exactly how such a system should behave.
For compatability, I doubt it should shut down the vanilla system. Better to implement in parallel using Custom Types which'd be required anyway to expand the number of types.
This assume that, once we have tweaked all we can in the vanilla system and 1.6 doesn't change anything there are big enough differences to justify maintaining such a mod.
Lets not forget what the ancient sages said about standards:
Mmmmmk.... well, how does Twilight forest handle its spawns? Because without interference from outside sources, there is a GREAT spawning system in its own little world. I have NO coding experience at all, but however it is handled there.... works. All the mobs spawn where they should, when they should, and the difficulty levels seems VERY appropriate for every situation. Although, I do not think there are any "tameables" there, and I am not sure how animal "farms" would work there.
Mmmmmk.... well, how does Twilight forest handle its spawns? Because without interference from outside sources, there is a GREAT spawning system in its own little world. I have NO coding experience at all, but however it is handled there.... works. All the mobs spawn where they should, when they should, and the difficulty levels seems VERY appropriate for every situation. Although, I do not think there are any "tameables" there, and I am not sure how animal "farms" would work there.
The issue is more about how to balance creatures in a variety of settings from a variety of sources. That Twilight can balance its own creatures in its own custom location isn't an entirely fair comparison. Though it does lend credence to the argument that the minecraft system isn't fundamentally broken.
Good point Crudedragon and excellent observation Nozgo! The big question I have though is whether TF utilizes vanilla strictly, or if it has a lot of extra rules for each mob or type (only spawns below y, fails 95% outright, etc). Since the mod doesn't come with an extra mob spawner (as Mo'C w/CMS), I'd assume that it uses vanilla spawning rules as its base. Of course, I'm pretty sure Mo'C is the exception not the rule in that area.
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@MohawkyMagoo - Welcome to the club. W&M is one of the best mods that's ultimately unplayable by most people. It's funny that once it was fixed to optionally turn off seasons, spawners were added to structures, and Land's End is currently not allowed to be turned off... effectively re-breaking the game.
@sirdave79 - I'm unsure of what you mean by the "death of spawns". Would this be spawns being killed via hunter type mobs, or something else?
FYI, I wanted to try Spawn Rules, but I can't get the menu to come up without the screen freezing (and I haven't seen anything about it being fixed yet). Also, Davidee is considering a Y-Height restriction option for mob spawns in MSC2.
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Ok, folks. Here is a great question for each of you. What is your current "lesser of all the evils" set-up you are running a server on?
I have tried a TON of different options as far as with/or/without MSC, CMS, and several different mob mods. I mainly run Mo'Creatures, Thaumcraft, and Twilight forest. All of the different set-ups I tried have "worked" but with quirks....(aka, spawns start to dissappear, tamed animals wont save, certain creatures overun... the usuals)
What are you most "stable" spawn set-ups with Mo'creatures so far? I just need something to run with untill the fix is complete by whoever gets it done....lol.
1.) Mo'Creatures cfg settings?
2.)With or without MSC?
3.)MSC settings if thats the best way to go
4.)Is there a mod I should just avoid (other than W&M)
I am just confuzzled with trying so many different settings only to wind up double digit hours into a world only to find out its set up is off just enough to not want to keep the world....
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Damn shame they broke the DivineRPG downloads so badly. That's recent news with the latest release, the prior releases had perfectly functional downloads Sadly it does seem like some of the frequent posters on their official thread are rather snippy, but in their defense I guess they have hordes of rabid mod fanboys swarming them constantly with the same questions or common user error problems. The perils of customer service, as it were.
@sirdave - it seems we have very similar ideas on how the global animal and mob populations should work in theory, but sadly I think you're correct in saying we won't see anything very in-depth for a very long time. I would not be at all against using CMS in the future if it can give better results than I'm seeing now. I had far more issues with CMS though relating to modded biomes and just far too many monsters all over the place regardless of spawn weights. Perhaps due to my inexperience with mob spawning in general and the settings available I didn't fully understand the settings. I can always revisit CMS and the regular Mo'Creatures configs though, just to see exactly what sort of differences I get in practical use.
As usual a lot to sift through, and I'm a bit busy atm. I will however reply to Nozgo quickly...
I can't give you a working setup for Mo'Creatures, because it and/or CMS just gives me the fits. I've learned to live without it. As for mods to avoid, I'll share what I know so far.
Mo'C - problems as mentioned above. sirdave79 attests to a much different setup than I using Mo'C wonderfully, though.
W&M - lagfest due to tick/entity tracking overuse.
Dungeon Mobs - numerous bugs that the programmer cannot even locate (exploding cockatrice for example). IDK which mob did it, but once it spawned, it crashed my friend's server.
Fossil & Archeology - similar to W&M for problems, though they are working hard to rebuild and iron out issues. Worth keeping an eye on for future bugfixes.
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I had the exact same experience downloading DRPG that sirdave79 had. Does seem like a new issue though, as I downloaded an older DRPG a while back (didn't get around to installing it), but had only the typical adfly > skip ad > download then.
Anyway, I noticed today on my friend's server that we had a great mix of animals around the base... and realized that my friend just reset the server and loaded in the MSC spawn config I emailed him last night. It then dawned on me that the biomes around the base were already set pretty much the same way (as I worked on the config in-game last week as soon as I saw our surroundings). Our base has a farm with vanilla animals, so I know they are already filling the majority of the local cap... but with the reset came the mix of spawns.
So, if non-vanilla creatures spawned after the reset, it would lead me to believe that our spawn cap was not full prior to reset. AFAIK, there were no players killing any creatures (monsters, yes but not creatures) prior to reset. That in mind, why would the cap not be full? The simple answer would be that the despawning creatures of course disappeared once the server was shutoff, but I don't recall seeing any non-vanilla creatures in the area (which was why I was pleasantly surprised to see the mix after the server came back up).
Now that the server has been up for some time, I noticed that the area is back to vanilla and some other non-despawners (atmos bison, PZ horses set to not despawn). Our creature spawn time is set to 20 (down from the original of 200), so we should see creatures respawn pretty fast... but this doesn't seem to be the case.
Am I missing something in the debug screen, or is there no way to tell how many creatures are up (as opposed to entities in general)? This would be incredibly helpful to determine what might be going on.
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Alright, well. I am about to test these settings for a server with Mo'creatures, Twilight, and Thaumcraft. Above is the "DefaultSpawnConiguration" for Davidee's MobSpawnControl. Below is my Mo'Creatures.cfg file.
I took the time to go through and check every single creature/animal/monster and put them where "I" thought they should go and purposly adjusted to my liking. Mind you, I have Mo'Creatures settings turned off, as in "false" for -depsawnvanilla, modifyvanilla, and usecustomspawner. I have no other mob affecting mods installed.
I am planning on running this either untill Sunday afternoon(if things go well) or untill I reach any unacceptable point in the spawning process. "unacceptable" would be - Unable to keep farm animals from "despawning", any type of creatures over-taking the spawn cap(pushing out all others), needed creatures/animals not spawning. I'll post updates as I go. Wish me luck....
@Nozgo - if you encounter problems, others have reported changing all non-vanilla mobs in the Mo'C cfg to 1 (0 for those you do not want at all) and things work for them. Just a heads up, and good luck!!!
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Ok, Update #1
Well, I have had decent luck so far. I have done SEVERAL server stops to make minor adjustments in the "spawnconfiguration.txt" file. I must note that I have been keeping all 3 files, spawnconfiguration.txt, defaultspawnconfiguration.txt, and Mo'Creatures.cfg, checked with "read only" access when I am not modifying them.
So far I have seen a decent mix of creatures from vanilla, Mo'creatures and Twilight creatures, as well as the Angry Zombies from Thaumcraft. At first certain creatures were FAR more prominent than others, and this did NOT follow the settings in the spawnconfig txt file. However, adjustments in that file DID have the desired effect on the spawn. One example was, at first, Mo'Creatures scorpions had spawned FAR more than any other creature in the desert. I promptly stopped the server, went in and changes thier setting from {10/4/4} to {4/4/4} and it did just what I wanted. When I logged back into the server, there was only 1 set of 3 scorps in the desert. So, that is proof enough to me that Davidee's Mob Spawn Control works to control other mod's creatures spawning. Further proof of that, I was very pleased to go into my forest. I had a healthy mix(after several server stops for adjustments) of vanilla creatures(cows, pigs, chickens) along with Mo'creatures(fox, deer,bigcats) and also (nice to see) Twilight Forest creatures(squirrels,boars,bunnys,ravens,reigndeer) runnin around.
So, to this point very positive results. I thank every one of you guys for your input. I have used tips and tricks from several different threads to get to this point. I am by no means done with this test. I still don't trust it. From here, I am going to fire the server up again and keep it running and set up a small animal farm. I am going to try and get a buddy or 2 to log in and try taming some of these animals and keep then in a farm and see how bad the "despawning" goes. I have noticed in flying around looking for issues, that there are times that all spawn has gone away and I have to wait for the next "tick" to hit and bring me some critters. THAT is what the next phase of testing is going to be about.
Anyways, I'm hopefull at least. I'll post later tonight if I find anything else.
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@Gurrok: I could swear there's something fishy going on in the spawner because I've seen some anomalies like that too. We've had all of us in a small area around our town and had spawns slowly get crippled, though no creatures or monsters seemed to be spawning, nor were any save sometimes a handful visible on the minimap/overhead map. Sometimes the ForgeEssentals butcher command is helpful but seems to trigger spawns all over the place once some of the cap is freed up. I have also witnessed running a /butcher <radius> PASSIVE command cause MONSTERS to spawn immediately once the spawn cap is freed up by removing animals. I really don't know what's going on with that.
I won't be able to do any real testing for a few days due to being insanely busy with my businesses here but I'm working on a list of things to test and coming slowly to the conclusion I might have some mod conflicts causing some "ghosts in the machine" as it were. If things are too much of a pain to deal with I'll just ride out the bugs and quirks as best I can until it's time to make the jump to 1.5 and start with a fresh client and server jar etc.
Tried a mini-test today on my friend's server, but unclear as to whether I did it right... so if someone sees an error, please correct me so I can understand.
I was making a weakness splash potion, and discovered that PZ changed the formula so that I'd need a talon or a large heart (mob drops mostly from creatures). Fresh out of either, I went out to disembowl some mobs. Looking around the local desert, which has only despawnable mobs on its spawn list, all I could find were PZ lizards. These are hostiles (during night, like spiders) and as such are on the monster list (and looking at PZ's wiki, lizards are spawn type monster).
Slaying these in vast number (though they offer neither of the items I was looking for), it seemed that they were respawning in the day (which they shouldn't in well-lit areas). I had between 70-80 entities at any given time, which sounds a bit low but ok considering caps were monster 70, creature 100, water 30, ambient 15 in desert daytime and I was the only person on the server. However, it seemed the majority of the cap had to have been PZ lizards due to sheer number found and nothing else seen otherwise.
I then decided to try disabling the lizards in monsters, and enabling them in creatures at the same settings (weight/min/max). As I went about killing them, it seemed apparent that they were not respawning like they were before. in fact, I don't recall seeing them respawn at all even at night. Currently, the desert is devoid of any creature mobs.
Travelling to other biomes, I encountered only vanilla animals in small groups (most likely chunk-generated). It seems to me that creature spawning has either stopped entirely or is on a very slow cycle, though the MSC config is set to 20... that's 10x faster than vanilla's. Monsters are spawning just fine, as is ambient. Water... kind of hard to say but for the most part it looks ok as well.
Now I'm really wondering just what the heck is going on here? Also, this problem happened on a previous SMP world, but due to when it happened it seemed to be an issue with Mo' Creatures/Custom Mob Spawner (they were the recently added mods, thus most likely the troublemakers). Now, I'm not so sure... However, as I mentioned before, after removing MoC/CMS on SSP, my remaining mod creatures returned immediately.
So confused!!!
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Dungeon Mobs - numerous bugs that the programmer cannot even locate (exploding cockatrice for example). IDK which mob did it, but once it spawned, it crashed my friend's server.
Interesting discussion, lots of interesting facts and figures being thrown about. Just wanted to address this, real quick.
There are apparently issues with Java's garbage collection that I was not aware of, which - from what I've gathered - are the source of the "leaking worlds" problem, which is what the lizalfos is suffering from. Part of my problems in figuring out the issue has been the complete and utter lack of conversation about this problem from the people who figured it out, and their unwillingness to share this information with we mere mortals. Thus I've had to figure it out by hand from a tiny amount of information, which has been slow-going, but I believe I've found a fix. At this point I'm waiting on information so that I can fix the other major bug...
As for the exploding cockatrices, apparently folks have been getting errors from Forge and then not doing anything with those error reports. I've gone over my code with a fine-toothed comb, and failed to arrive at any reason that they would freaking explode. As soon as I get some of those error logs in, I should be able to find the problem and resolve it.
I'd also like to take this opportunity to point out that I don't have access to an SMP server, and so am coding blind when it comes to resolving those problems, and - near as I can tell - nearly every problem I've had any difficulty resolving has been SMP-centric.
Tried a mini-test today on my friend's server, but unclear as to whether I did it right... so if someone sees an error, please correct me so I can understand.
I was making a weakness splash potion, and discovered that PZ changed the formula so that I'd need a talon or a large heart (mob drops mostly from creatures). Fresh out of either, I went out to disembowl some mobs. Looking around the local desert, which has only despawnable mobs on its spawn list, all I could find were PZ lizards. These are hostiles (during night, like spiders) and as such are on the monster list (and looking at PZ's wiki, lizards are spawn type monster).
Slaying these in vast number (though they offer neither of the items I was looking for), it seemed that they were respawning in the day (which they shouldn't in well-lit areas). I had between 70-80 entities at any given time, which sounds a bit low but ok considering caps were monster 70, creature 100, water 30, ambient 15 in desert daytime and I was the only person on the server. However, it seemed the majority of the cap had to have been PZ lizards due to sheer number found and nothing else seen otherwise.
Lizards are definetly Monsters, as they implement IMob.
Lizards can spawn at any time of day, which should probably be changed (I thought I did?). As a point of interest, my creatures will not spawn near light sources, neglecting the sun of course.
I remember the same issue ocuring in the past with another entity. The solution was either make it spawn at night or significantly reduce the secondary spawn rate so that they spawn signifcantly rarer. The issue stems, if I'm not mistaken, is that since most other monsters cannot spawn during the day that lizards flood the spawn cap. If you /butcher all of them and change time to night, they should seem to be more in balance to their weight.
I'm going to be making sure both Lizard and Sandworm spawn only during the night, just as centipedes do, in the future which will eliminate this issue.
Dont forget Gurrok that when 2 players are on a server the cap is doubled, that may explain why you say spawns in addition to your farm animals that were filling the cap.
Reasonably sure this is only true if the players are standing a distance apart. Overlapping chunks are still only loaded once on the server. Thus if you are both standing on the same spot the cap is not actually raised.
On the death of spawns. Entities cannot despawn once they pickup items. Which would contribute to the problem. As a side thought, how does it change depending on the spawn cycle rate? I'm thinking that maybe monsters are taking too long to despawn and therefore nothing else is spawning?
@sirdave79 - Once I started having issues with some mods in the past (ID conflicts, etc.), I quickly learned to check the config file ASAP. In this particular case, I generated the PZ config in SP, then edited it (so the only non-despawning mobs were horses for possible mounts). Along with the other files, this was sent to my friend to setup the server. In addition to writing a full readme, I also walked him through the process over ventrilo. The point is I can confirm that lizards are set to despawn, so yes I'm just as mystified as you are by what I experienced yesterday.
So, here's a thought... does anyone know which mob mods do/don't make use of additional biomes (EBXL, BOP, Highlands,etc.)? I understand that DRPG mobs only spawn in vanilla (and their own) biomes unless you use MSC or similar. I'm just wondering if modded mobs would appear in EBXL biomes without use of MSC? I understand there would be much less control over weights, let alone spawn lists per biome, but at this point I'd rather have anything spawning creature-wise as opposed to nothing! Still doubtful I'd see much though, with the default slow spawn tick.
Edit: All I had to do was look at the thread for each mod. The main 3 I use (Atmos, PZ and Primitive Mobs) all have config options for spawning. Gonna try running w/o MSC and see what happens!
I made sure to read DrZhark's latest posts before replying here, as I too am eager to see what his plans are. I have mixed feelings on his reply. He shot down nukularpower's post, claiming the current vanilla code for "spawning with chunks" is immutable... which is incorrect as MSC can prove otherwise. I've also noticed he has been dead silent in regards to Akjosch, who has handed him code options practically on a silver platter. He went on to say that he will be continuing with his current plans (so no farms until at least 1.6 for Mo'C users?), which is disappointing. Having vanilla animals spawn/despawn as per others unless tamed seems like a good idea actually, which I'm glad he sees as the most viable process (whether it could be currently done or not).
@GnomeWorks - I understand how hard it is to fix a problem when those reporting it aren't giving you more information. Personally speaking, I've had no game-breaking issues with Dungeon Mobs in SP either but MP is a different story. Unfortunately, I do not have direct access to the server's files (my friend is running it from his place). I've told him to send all logs and reports on to you concerning the crash, and I'm guessing he didn't do that, which angers me. Not having access to those logs and reports, I can't even narrow down which mob might've been the issue (same as you). I've never personally experienced the exploding cockatrice, but mentioned it as an issue that others have had.
Which reminds me...
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Note: The hunter does, from time to time, seem to cause a "leaking worlds" problem. I've narrowed it down sufficiently that it doesn't happen that often, but it can happen. This can potentially cause excessive lag, so be on the lookout.
Just curious, but with the issues you've encountered recently with Java's garbage collection and "leaking worlds", why add a new mob to the mix that is known to have a similar problem? Isn't that just making the leaking worlds issue more prominent?
@Crudedragos - I am not aware of many mobs that can pickup items... Enderman and Zombie spring to mind, but what else?
As for the lizards, I wasn't worried about them overpopulating the monster cap during the day as much as I was that there were no creature mobs. Truth be told, I'd rather not see them in such large number though, so spawning at night would seem agreeable. I found it rather telling however that after moving them to the creature spawn list, they weren't respawning... meaning creature spawns across the board were either nil or at a snail's pace.
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I wonder what else causes the so-called leaking world issue... the excessive lag sounds VERY similar to what I experienced those couple evenings on my server where tickrates went crazy and I had to just restart the server to clear it up.
@Gurrok: Did you also import the lizard as creature instead of monster, or try both ways? I've messed with the overrides a bit mostly with ambient vs. creature though. It seems to have an impact, but it's hard to quantify or describe the overall global spawning trends to say exactly what it's doing. I think I have some mismatches in my config where generally not hostile mobs are listed as creature or the opposite, I'll have to double check and make sure to watch for that and correct any that seem to not be spawning as intended.
@Mohawky: Replace ALL the spawn code!
I've had good luck with Ruins and Highlands so far, so that's another of its perks I suppose. I do really like some of the biomes though, the Sahel and Outback are really interesting twists blending grassland and desert somewhat which is a void I felt needed filled with some new biomes. I don't know if I'll go too overboard adding any more biome mods simply for the sake of per-biome mob spawns, and I guess there are only so many variants on biomes you can throw out there before they don't give a whole lot more variety versus the time spent configuring them.
An 18 hour stretch petering down on spawns isn't too bad, definitely progress compared to what we started with not that long ago! I'll be generally content to have at least 12 hours of continuous uptime before spawns get scarce. I'm almost happy with the creature/animal spawns right now, it's the hostiles that seem to be hitting a wall. Or at least they're hitting the wall sooner, I suppose.
Sounds better in theory than practice. CMS already does its own thing, and you have complete incompatabilities with other mods. Nobody likes adding dependecies to their development, so its unlikely to get other modders to take it up on that principal alone, never mind if they happen to disagree on exactly how such a system should behave.
For compatability, I doubt it should shut down the vanilla system. Better to implement in parallel using Custom Types which'd be required anyway to expand the number of types.
This assume that, once we have tweaked all we can in the vanilla system and 1.6 doesn't change anything there are big enough differences to justify maintaining such a mod.
Lets not forget what the ancient sages said about standards:
The issue is more about how to balance creatures in a variety of settings from a variety of sources. That Twilight can balance its own creatures in its own custom location isn't an entirely fair comparison. Though it does lend credence to the argument that the minecraft system isn't fundamentally broken.
@sirdave79 - I'm unsure of what you mean by the "death of spawns". Would this be spawns being killed via hunter type mobs, or something else?
FYI, I wanted to try Spawn Rules, but I can't get the menu to come up without the screen freezing (and I haven't seen anything about it being fixed yet). Also, Davidee is considering a Y-Height restriction option for mob spawns in MSC2.
I have tried a TON of different options as far as with/or/without MSC, CMS, and several different mob mods. I mainly run Mo'Creatures, Thaumcraft, and Twilight forest. All of the different set-ups I tried have "worked" but with quirks....(aka, spawns start to dissappear, tamed animals wont save, certain creatures overun... the usuals)
What are you most "stable" spawn set-ups with Mo'creatures so far? I just need something to run with untill the fix is complete by whoever gets it done....lol.
1.) Mo'Creatures cfg settings?
2.)With or without MSC?
3.)MSC settings if thats the best way to go
4.)Is there a mod I should just avoid (other than W&M)
I am just confuzzled with trying so many different settings only to wind up double digit hours into a world only to find out its set up is off just enough to not want to keep the world....
@sirdave - it seems we have very similar ideas on how the global animal and mob populations should work in theory, but sadly I think you're correct in saying we won't see anything very in-depth for a very long time. I would not be at all against using CMS in the future if it can give better results than I'm seeing now. I had far more issues with CMS though relating to modded biomes and just far too many monsters all over the place regardless of spawn weights. Perhaps due to my inexperience with mob spawning in general and the settings available I didn't fully understand the settings. I can always revisit CMS and the regular Mo'Creatures configs though, just to see exactly what sort of differences I get in practical use.
I can't give you a working setup for Mo'Creatures, because it and/or CMS just gives me the fits. I've learned to live without it. As for mods to avoid, I'll share what I know so far.
Mo'C - problems as mentioned above. sirdave79 attests to a much different setup than I using Mo'C wonderfully, though.
W&M - lagfest due to tick/entity tracking overuse.
Dungeon Mobs - numerous bugs that the programmer cannot even locate (exploding cockatrice for example). IDK which mob did it, but once it spawned, it crashed my friend's server.
Fossil & Archeology - similar to W&M for problems, though they are working hard to rebuild and iron out issues. Worth keeping an eye on for future bugfixes.
Anyway, I noticed today on my friend's server that we had a great mix of animals around the base... and realized that my friend just reset the server and loaded in the MSC spawn config I emailed him last night. It then dawned on me that the biomes around the base were already set pretty much the same way (as I worked on the config in-game last week as soon as I saw our surroundings). Our base has a farm with vanilla animals, so I know they are already filling the majority of the local cap... but with the reset came the mix of spawns.
So, if non-vanilla creatures spawned after the reset, it would lead me to believe that our spawn cap was not full prior to reset. AFAIK, there were no players killing any creatures (monsters, yes but not creatures) prior to reset. That in mind, why would the cap not be full? The simple answer would be that the despawning creatures of course disappeared once the server was shutoff, but I don't recall seeing any non-vanilla creatures in the area (which was why I was pleasantly surprised to see the mix after the server came back up).
Now that the server has been up for some time, I noticed that the area is back to vanilla and some other non-despawners (atmos bison, PZ horses set to not despawn). Our creature spawn time is set to 20 (down from the original of 200), so we should see creatures respawn pretty fast... but this doesn't seem to be the case.
Am I missing something in the debug screen, or is there no way to tell how many creatures are up (as opposed to entities in general)? This would be incredibly helpful to determine what might be going on.
SpawnCap.creature:250
SpawnCap.water:10
SpawnCap.ambient:20
#
Creatures.SpawnFrequency:100
#
AutoSave:true
CanEdit:true
MasterEnabled:false
#
master.monster:
master.creature:
master.water:
master.ambient:
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Beach.monster:Spider{8/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{4/4/4},Slime{1/4/4},Enderman{1/1/4},Scorpion{8/4/4}
Beach.creature:Snake{8/4/4},Ostrich,{8/4/4},Komodo Dragon{8/4/4},Wolf{8/4/4},Scorpion{8/4/4},Turtle{8/4/4}
Beach.water:Squid{4/4/4},Fishy{10/4/4}
Beach.ambient:Bat{10/8/8},Bird{10/8/8}
#
Clearing Border.monster:
Clearing Border.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/4/4},Duck{10/4/4}
Clearing Border.water:
Clearing Border.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Dark Forest.monster:
Dark Forest.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Dark Forest.water:
Dark Forest.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Dense Twilight Forest.monster:
Dense Twilight Forest.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Dense Twilight Forest.water:
Dense Twilight Forest.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
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Desert.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{1/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
Desert.creature:Ostrich,{8/4/4},Komodo Dragon{8/4/4},Snake{8/4/4},Scorpion{8/4/4},Elephant{8/4/4}
Desert.water:
Desert.ambient:Bat{10/8/8}
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DesertHills.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
DesertHills.creature:Ostrich{10/4/4},Scorpion{8/4/4},Komodo Dragon{8/4/4}
DesertHills.water:Crocodile{10/4/4}
DesertHills.ambient:Bat{10/8/8}
#
Enchanted Forest.monster:
Enchanted Forest.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Turtle{8/4/4}
Enchanted Forest.water:
Enchanted Forest.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Extreme Hills.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
Extreme Hills.creature:Sheep{10/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{10/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{8/4/4},TwilightForest.Tiny Bird{5/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Duck{10/4/4}
Extreme Hills.water:Crocodile{10/4/4}
Extreme Hills.ambient:Bat{10/8/8}
#
Extreme Hills Edge.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4}
Extreme Hills Edge.creature:Sheep{12/4/4},Pig{8/4/4},Chicken{8/4/4},Cow{8/4/4},BigCat{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Duck{10/4/4}
Extreme Hills Edge.water:
Extreme Hills Edge.ambient:Bat{10/8/8}
#
Fire Swamp.monster:entFirebat{10/8/8}
Fire Swamp.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Komodo Dragon{8/4/4}
Fire Swamp.water:
Fire Swamp.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Forest.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{8/4/4},Slime{1/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
Forest.creature:Sheep{10/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},Wolf{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Turtle{5/4/4},Snake{3/4/4},Horse{5/4/4},Fox{5/4/4},Deer{10/4/4},Turkey{10/4/4},Duck{10/4/4},Turtle{8/4/4}
Forest.water:Fishy{10/8/8},Crocodile{10/4/4}
Forest.ambient:Bat{10/8/8}
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ForestHills.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4},
ForestHills.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},Wolf{5/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
ForestHills.water:Fishy{10/8/8}
ForestHills.ambient:Bat{10/8/8}
#
FrozenOcean.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{1/4/4},Enderman{1/1/4}
FrozenOcean.creature:TwilightForest.Penguin{10/4/4}
FrozenOcean.water:Squid{10/4/4}
FrozenOcean.ambient:Bat{10/8/8}
#
FrozenRiver.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{1/4/4},Enderman{1/1/4}
FrozenRiver.creature:TwilightForest.Penguin{10/4/4},SnowMan{1/4/4}
FrozenRiver.water:
FrozenRiver.ambient:Bat{10/8/8}
#
Glacier.monster:
Glacier.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},TwilightForest.Penguin{10/4/4}
Glacier.water:
Glacier.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Hell.monster:Ghast{50/4/4},PigZombie{100/4/4},LavaSlime{5/4/4},entFirebat{10/2/2},FireOgre{10/2/2},FlameWraith{10/2/2},Blaze{10/2/2}
Hell.creature:Komodo Dragon{8/4/4}
Hell.water:
Hell.ambient:
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Highlands.monster:
Highlands.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Highlands.water:
Highlands.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Ice Mountains.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4}
Ice Mountains.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Penguin{10/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Ice Mountains.water:
Ice Mountains.ambient:Bat{10/8/8}
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Ice Plains.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4}
Ice Plains.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},Elephant{8/4/4}
Ice Plains.water:
Ice Plains.ambient:Bat{10/8/8}
#
Jungle.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},Ozelot{2/1/1},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
Jungle.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/4/4},Snake{10/4/4},Turtle{8/4/4}
Jungle.water:
Jungle.ambient:Bat{10/8/8}
#
JungleHills.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},Ozelot{2/1/1}
JungleHills.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
JungleHills.water:Crocodile{10/4/4}
JungleHills.ambient:Bat{10/8/8}
#
Lake Border.monster:
Lake Border.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Snake{10/4/4},Turtle{8/4/4}
Lake Border.water:
Lake Border.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Lots of Mushrooms.monster:
Lots of Mushrooms.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Lots of Mushrooms.water:
Lots of Mushrooms.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Major Feature.monster:
Major Feature.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Major Feature.water:
Major Feature.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Minor Feature.monster:
Minor Feature.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Minor Feature.water:
Minor Feature.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
MushroomIsland.monster:
MushroomIsland.creature:MushroomCow{8/4/8}
MushroomIsland.water:
MushroomIsland.ambient:Bat{10/8/8}
#
MushroomIslandShore.monster:
MushroomIslandShore.creature:MushroomCow{8/4/8}
MushroomIslandShore.water:
MushroomIslandShore.ambient:Bat{10/8/8}
#
Mushrooms.monster:
Mushrooms.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Mushrooms.water:
Mushrooms.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Ocean.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4}
Ocean.creature:
Ocean.water:Squid{10/4/4},Fishy{10/8/8},JellyFish{10/8/8},Shark{10/8/8},Ray{10/8/8}
Ocean.ambient:Bat{10/8/8}
#
Plains.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
Plains.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Ostrich{10/4/4},BigCat{10/4/4},Duck{10/4/4},Elephant{8/4/4}
Plains.water:Squid{10/4/4},Fishy{10/8/8}
Plains.ambient:Bat{10/8/8}
#
River.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4}
River.creature:Crocodile{10/4/4},Duck{10/4/4},Turtle{8/4/4}
River.water:Squid{10/4/4},Fishy{10/8/8}
River.ambient:Bat{10/8/8}
#
Sky.monster:Enderman{10/4/4}
Sky.creature:
Sky.water:
Sky.ambient:
#
Snowy Forest.monster:
Snowy Forest.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Elephant{8/4/4}
Snowy Forest.water:
Snowy Forest.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Swampland.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{1/1/1},Enderman{1/1/4},entBrainyZombie{6/1/1}
Swampland.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},Crocodile{10/4/4}
Swampland.water:Fishy{10/8/8}
Swampland.ambient:Bat{10/8/8}
#
Taiga.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1}
Taiga.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Duck{10/4/4},Turtle{8/4/4}
Taiga.water:Squid{10/4/4},Fishy{10/8/8}
Taiga.ambient:Bat{10/8/8}
#
TaigaHills.monster:Spider{10/4/4},Zombie{10/4/4},Skeleton{10/4/4},Creeper{10/4/4},Slime{10/4/4},Enderman{1/1/4},entBrainyZombie{6/1/1},Werewolf{1/1/4},WWolf{5/4/4},Ogre{1/1/4},HorseMob{1/1/4}
TaigaHills.creature:Sheep{12/4/4},Pig{10/4/4},Chicken{10/4/4},Cow{8/4/4},TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Duck{10/4/4}
TaigaHills.water:Fishy{10/8/8}
TaigaHills.ambient:Bat{10/8/8}
#
Twilight Clearing.monster:
Twilight Clearing.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/4/4},Ostrich{10/4/4}
Twilight Clearing.water:Fishy{10/8/8}
Twilight Clearing.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Twilight Forest.monster:
Twilight Forest.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2}
Twilight Forest.water:Fishy{10/8/8}
Twilight Forest.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Twilight Lake.monster:
Twilight Lake.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/1/2},Turtle{8/4/4}
Twilight Lake.water:Fishy{10/8/8}
Twilight Lake.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Twilight Stream.monster:
Twilight Stream.creature:Turtle{8/4/4}
Twilight Stream.water:Fishy{10/8/8}
Twilight Stream.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
Twilight Swamp.monster:
Twilight Swamp.creature:TwilightForest.Bighorn Sheep{12/4/4},TwilightForest.Wild Boar{10/4/4},Chicken{10/4/4},TwilightForest.Wild Deer{15/4/5},Wolf{5/4/4},TwilightForest.Tiny Bird{15/4/8},TwilightForest.Forest Squirrel{10/2/4},TwilightForest.Forest Bunny{10/4/5},TwilightForest.Forest Raven{10/4/4},Crocodile{10/4/4},Turtle{8/4/4}
Twilight Swamp.water:
Twilight Swamp.ambient:Bat{10/8/8},TwilightForest.Firefly{10/8/8}
#
I took the time to go through and check every single creature/animal/monster and put them where "I" thought they should go and purposly adjusted to my liking. Mind you, I have Mo'Creatures settings turned off, as in "false" for -depsawnvanilla, modifyvanilla, and usecustomspawner. I have no other mob affecting mods installed.
I am planning on running this either untill Sunday afternoon(if things go well) or untill I reach any unacceptable point in the spawning process. "unacceptable" would be - Unable to keep farm animals from "despawning", any type of creatures over-taking the spawn cap(pushing out all others), needed creatures/animals not spawning. I'll post updates as I go. Wish me luck....
####################
# general
####################
general {
B:AttackDolphins=true
B:AttackHorses=false
B:AttackWolves=false
I:BatFreq=4
I:BearFreq=2
I:BeeFreq=4
I:BigCatFreq=2
I:BirdFreq=4
I:BoarFreq=4
I:BunnyFreq=0
I:ButterflyFreq=4
I:COgreFreq=1
S:COgreStrength=1.0
I:ChickenFreq=4
I:CowFreq=4
I:CreeperFreq=4
I:CricketFreq=4
I:CrocFreq=4
I:DeerFreq=4
B:DespawnVanilla=false
B:DestroyDrops=false
I:DolphinFreq=4
I:DragonflyFreq=4
I:DuckFreq=4
B:EasyBreeding=true
B:ElephantBulldozer=false
I:ElephantFreq=2
I:EnderFreq=2
I:FOgreFreq=1
S:FOgreStrength=1.0
I:FWraithFreq=1
I:FireflyFreq=4
I:FishFreq=10
I:FlyFreq=4
I:FoxFreq=4
I:GhastFreq=4
I:GoatFreq=4
I:GolemFreq=0
I:HellratFreq=4
I:HorseFreq=4
I:HorseMobFreq=2
I:ItemID=8772
I:JellyfishFreq=8
I:KittyFreq=2
I:KomodoFreq=4
I:MagmaCubeFreq=2
I:MiceFreq=4
B:ModifyVanillaSpawns=false
I:OcelotFreq=4
I:OgreFreq=1
I:OgreRange=12
S:OgreStrength=1.0
I:OstrichFreq=4
I:PigFreq=4
I:PigZombieFreq=4
I:RatFreq=4
I:RayFreq=8
I:ScorpionFreq=4
I:SharkFreq=2
I:SheepFreq=2
I:SkeletonFreq=4
I:SlimeFreq=1
I:SnailFreq=4
I:SnakeFreq=2
B:SpawnPiranhas=true
I:SpiderFreq=4
I:SquidFreq=2
B:StaticBed=true
B:StaticLitter=true
I:TurkeyFreq=4
I:TurtleFreq=4
I:WWolfFreq=1
I:WerewolfFreq=1
I:WolfFreq=4
I:WraithFreq=4
I:ZebraChance=2
I:ZombieFreq=4
B:allowInstaSpawn=false
B:enableOwnership=true
I:maxAnimals=100
I:maxAquatic=15
I:maxMobs=90
I:maxTamedPerPlayer=20
I:spawnTickRate=20
B:useCustomSpawner=false
B:verboseConsole=false
}
Well, I have had decent luck so far. I have done SEVERAL server stops to make minor adjustments in the "spawnconfiguration.txt" file. I must note that I have been keeping all 3 files, spawnconfiguration.txt, defaultspawnconfiguration.txt, and Mo'Creatures.cfg, checked with "read only" access when I am not modifying them.
So far I have seen a decent mix of creatures from vanilla, Mo'creatures and Twilight creatures, as well as the Angry Zombies from Thaumcraft. At first certain creatures were FAR more prominent than others, and this did NOT follow the settings in the spawnconfig txt file. However, adjustments in that file DID have the desired effect on the spawn. One example was, at first, Mo'Creatures scorpions had spawned FAR more than any other creature in the desert. I promptly stopped the server, went in and changes thier setting from {10/4/4} to {4/4/4} and it did just what I wanted. When I logged back into the server, there was only 1 set of 3 scorps in the desert. So, that is proof enough to me that Davidee's Mob Spawn Control works to control other mod's creatures spawning. Further proof of that, I was very pleased to go into my forest. I had a healthy mix(after several server stops for adjustments) of vanilla creatures(cows, pigs, chickens) along with Mo'creatures(fox, deer,bigcats) and also (nice to see) Twilight Forest creatures(squirrels,boars,bunnys,ravens,reigndeer) runnin around.
So, to this point very positive results. I thank every one of you guys for your input. I have used tips and tricks from several different threads to get to this point. I am by no means done with this test. I still don't trust it. From here, I am going to fire the server up again and keep it running and set up a small animal farm. I am going to try and get a buddy or 2 to log in and try taming some of these animals and keep then in a farm and see how bad the "despawning" goes. I have noticed in flying around looking for issues, that there are times that all spawn has gone away and I have to wait for the next "tick" to hit and bring me some critters. THAT is what the next phase of testing is going to be about.
Anyways, I'm hopefull at least. I'll post later tonight if I find anything else.
I won't be able to do any real testing for a few days due to being insanely busy with my businesses here but I'm working on a list of things to test and coming slowly to the conclusion I might have some mod conflicts causing some "ghosts in the machine" as it were. If things are too much of a pain to deal with I'll just ride out the bugs and quirks as best I can until it's time to make the jump to 1.5 and start with a fresh client and server jar etc.
I was making a weakness splash potion, and discovered that PZ changed the formula so that I'd need a talon or a large heart (mob drops mostly from creatures). Fresh out of either, I went out to disembowl some mobs. Looking around the local desert, which has only despawnable mobs on its spawn list, all I could find were PZ lizards. These are hostiles (during night, like spiders) and as such are on the monster list (and looking at PZ's wiki, lizards are spawn type monster).
Slaying these in vast number (though they offer neither of the items I was looking for), it seemed that they were respawning in the day (which they shouldn't in well-lit areas). I had between 70-80 entities at any given time, which sounds a bit low but ok considering caps were monster 70, creature 100, water 30, ambient 15 in desert daytime and I was the only person on the server. However, it seemed the majority of the cap had to have been PZ lizards due to sheer number found and nothing else seen otherwise.
I then decided to try disabling the lizards in monsters, and enabling them in creatures at the same settings (weight/min/max). As I went about killing them, it seemed apparent that they were not respawning like they were before. in fact, I don't recall seeing them respawn at all even at night. Currently, the desert is devoid of any creature mobs.
Travelling to other biomes, I encountered only vanilla animals in small groups (most likely chunk-generated). It seems to me that creature spawning has either stopped entirely or is on a very slow cycle, though the MSC config is set to 20... that's 10x faster than vanilla's. Monsters are spawning just fine, as is ambient. Water... kind of hard to say but for the most part it looks ok as well.
Now I'm really wondering just what the heck is going on here? Also, this problem happened on a previous SMP world, but due to when it happened it seemed to be an issue with Mo' Creatures/Custom Mob Spawner (they were the recently added mods, thus most likely the troublemakers). Now, I'm not so sure... However, as I mentioned before, after removing MoC/CMS on SSP, my remaining mod creatures returned immediately.
So confused!!!
Interesting discussion, lots of interesting facts and figures being thrown about. Just wanted to address this, real quick.
There are apparently issues with Java's garbage collection that I was not aware of, which - from what I've gathered - are the source of the "leaking worlds" problem, which is what the lizalfos is suffering from. Part of my problems in figuring out the issue has been the complete and utter lack of conversation about this problem from the people who figured it out, and their unwillingness to share this information with we mere mortals. Thus I've had to figure it out by hand from a tiny amount of information, which has been slow-going, but I believe I've found a fix. At this point I'm waiting on information so that I can fix the other major bug...
As for the exploding cockatrices, apparently folks have been getting errors from Forge and then not doing anything with those error reports. I've gone over my code with a fine-toothed comb, and failed to arrive at any reason that they would freaking explode. As soon as I get some of those error logs in, I should be able to find the problem and resolve it.
I'd also like to take this opportunity to point out that I don't have access to an SMP server, and so am coding blind when it comes to resolving those problems, and - near as I can tell - nearly every problem I've had any difficulty resolving has been SMP-centric.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Lizards Entity source for 1.4.7: https://github.com/P...tityLizard.java
Lizards Default Settings for 1.4.7: https://github.com/P...ardDefault.java
Lizards are definetly Monsters, as they implement IMob.
Lizards can spawn at any time of day, which should probably be changed (I thought I did?). As a point of interest, my creatures will not spawn near light sources, neglecting the sun of course.
I remember the same issue ocuring in the past with another entity. The solution was either make it spawn at night or significantly reduce the secondary spawn rate so that they spawn signifcantly rarer. The issue stems, if I'm not mistaken, is that since most other monsters cannot spawn during the day that lizards flood the spawn cap. If you /butcher all of them and change time to night, they should seem to be more in balance to their weight.
I'm going to be making sure both Lizard and Sandworm spawn only during the night, just as centipedes do, in the future which will eliminate this issue.
Reasonably sure this is only true if the players are standing a distance apart. Overlapping chunks are still only loaded once on the server. Thus if you are both standing on the same spot the cap is not actually raised.
On the death of spawns. Entities cannot despawn once they pickup items. Which would contribute to the problem. As a side thought, how does it change depending on the spawn cycle rate? I'm thinking that maybe monsters are taking too long to despawn and therefore nothing else is spawning?
So, here's a thought... does anyone know which mob mods do/don't make use of additional biomes (EBXL, BOP, Highlands,etc.)? I understand that DRPG mobs only spawn in vanilla (and their own) biomes unless you use MSC or similar. I'm just wondering if modded mobs would appear in EBXL biomes without use of MSC? I understand there would be much less control over weights, let alone spawn lists per biome, but at this point I'd rather have anything spawning creature-wise as opposed to nothing! Still doubtful I'd see much though, with the default slow spawn tick.
Edit: All I had to do was look at the thread for each mod. The main 3 I use (Atmos, PZ and Primitive Mobs) all have config options for spawning. Gonna try running w/o MSC and see what happens!
I made sure to read DrZhark's latest posts before replying here, as I too am eager to see what his plans are. I have mixed feelings on his reply. He shot down nukularpower's post, claiming the current vanilla code for "spawning with chunks" is immutable... which is incorrect as MSC can prove otherwise. I've also noticed he has been dead silent in regards to Akjosch, who has handed him code options practically on a silver platter. He went on to say that he will be continuing with his current plans (so no farms until at least 1.6 for Mo'C users?), which is disappointing. Having vanilla animals spawn/despawn as per others unless tamed seems like a good idea actually, which I'm glad he sees as the most viable process (whether it could be currently done or not).
@GnomeWorks - I understand how hard it is to fix a problem when those reporting it aren't giving you more information. Personally speaking, I've had no game-breaking issues with Dungeon Mobs in SP either but MP is a different story. Unfortunately, I do not have direct access to the server's files (my friend is running it from his place). I've told him to send all logs and reports on to you concerning the crash, and I'm guessing he didn't do that, which angers me. Not having access to those logs and reports, I can't even narrow down which mob might've been the issue (same as you). I've never personally experienced the exploding cockatrice, but mentioned it as an issue that others have had.
Which reminds me...
Just curious, but with the issues you've encountered recently with Java's garbage collection and "leaking worlds", why add a new mob to the mix that is known to have a similar problem? Isn't that just making the leaking worlds issue more prominent?
@Crudedragos - I am not aware of many mobs that can pickup items... Enderman and Zombie spring to mind, but what else?
As for the lizards, I wasn't worried about them overpopulating the monster cap during the day as much as I was that there were no creature mobs. Truth be told, I'd rather not see them in such large number though, so spawning at night would seem agreeable. I found it rather telling however that after moving them to the creature spawn list, they weren't respawning... meaning creature spawns across the board were either nil or at a snail's pace.
@Gurrok: Did you also import the lizard as creature instead of monster, or try both ways? I've messed with the overrides a bit mostly with ambient vs. creature though. It seems to have an impact, but it's hard to quantify or describe the overall global spawning trends to say exactly what it's doing. I think I have some mismatches in my config where generally not hostile mobs are listed as creature or the opposite, I'll have to double check and make sure to watch for that and correct any that seem to not be spawning as intended.