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EFR breaks spawn mobs #424

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VadimFlex opened this issue Feb 14, 2024 · 15 comments
Closed
2 tasks done

EFR breaks spawn mobs #424

VadimFlex opened this issue Feb 14, 2024 · 15 comments
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@VadimFlex
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Initial Questions

  • I have searched this issue tracker and there is nothing similar already, and this is not on the list of known issues. Posting on a closed issue saying the bug still exists will prompt us to investigate and reopen it once we confirm your report.
  • I have verified that this issue occurs in a SUPPORTED environment, meaning I can reproduce this WITHOUT OptiFine, and without Bukkit+Forge server software like KCauldron, Thermos, Crucible, Mohist etc

Mod Version

Et_Futurum_Requiem-2.6.0-SNAPSHOT-7e8d829

Describe the Issue

EFR breaks the spawn of hostile mobs on the surface. There is no such problem in caves. With Optifine installed, it's even worse. This applies to vanilla mobs and mobs from DivineRPG. There was no such problem in older versions.

Conflicting Mods

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@makamys
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makamys commented Feb 14, 2024

The modern spawning logic that makes hostile mobs only spawn at light level 0 was backported recently, sounds like it's working as intended. You can turn it off in the config, the option is called enableLightLevel0.

@GregoriusT
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GregoriusT commented Feb 14, 2024

Question about that, this is overworld only right? I really hope it is Overworld only because in all other dimensions (and I really mean ALL of them!) this can result in huge Issues.

@Roadhog360
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Roadhog360 commented Feb 14, 2024

DivineRPG has been known to break my spawning behavior. OptiFine probably also breaks the behavior too.

No it is not overworld only. The new logic affects the end and Nether and should affect overworld-like dimensions so only affecting the overworld would make it a half-assed backport.

@Roadhog360
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Roadhog360 commented Feb 14, 2024

The modern spawning logic that makes hostile mobs only spawn at light level 0 was backported recently, sounds like it's working as intended. You can turn it off in the config, the option is called enableLightLevel0.

No, the monster should be spawning on the surface too. I haven't tested this specific change yet, but I'll see about reproduction steps.

P.S. To VadimFlex I know you said that you are able to reproduce the issue without OptiFine but if you are using it outside of bug reporting, I suggest you don't because it is broken. If you just need the optimizations there are other great optimization mods that can do this for you, usually to a greater effect.

@GregoriusT
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Oh but i hope you did only do it to vanilla mobs and EFR mobs, otherwise Lycanites and other mods will not be able to spawn certain Lava specific Mobs for example.

@VadimFlex
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Question about that, this is overworld only right? I really hope it is Overworld only because in all other dimensions (and I really mean ALL of them!) this can result in huge Issues.

Unfortunately, to one degree or another, this also applies to the worlds of DivineRPG

Oh but i hope you did only do it to vanilla mobs and EFR mobs, otherwise Lycanites and other mods will not be able to spawn certain Lava specific Mobs for example.

This also applies to mobs from DivineRPG

@VadimFlex
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The modern spawning logic that makes hostile mobs only spawn at light level 0 was backported recently, sounds like it's working as intended.

I don't quite understand, but is there something like this in the new versions of minecraft? In version 1.20.1, hostile mobs spawned on the surface

If you just need the optimizations there are other great optimization mods that can do this for you, usually to a greater effect.

What can you recommend? In fact, I use Optifine only for the "Improved Snow" feature, which adds visual snow to flowers, grasses, fences

@Roadhog360
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Roadhog360 commented Feb 14, 2024

Oh but i hope you did only do it to vanilla mobs and EFR mobs, otherwise Lycanites and other mods will not be able to spawn certain Lava specific Mobs for example.

Lava mobs won't be using the default mob spawner, so this should be OK.

What can you recommend? In fact, I use Optifine only for the "Improved Snow" feature, which adds visual snow to flowers, grasses, fences

I'm unaware of OptiFine introducing such a feature. Can you show me? I am interested in seeing what it looks like. As for what I recommend. here. I don't think we have improved snow yet though but using mods from here should be far more stable and effective than the broken OptiFine

@Roadhog360
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Might remove the light level 0 config or have it disabled for the time being, since it'll probably unintentionally block the spawning of mobs that are not meant to spawn in darkness. Greg brings up a good point. We also have the issue of the mobs on the surface not spawning, which I am unsure as to the cause of.
I don't want to just target vanilla mobs because then that will introduce inconsistent spawning behavior between different darkness-based baddies that will be difficult for the player to reasonably be able to distinguish.

This behavior will likely need some fine tuning to only target mobs that are meant to actually spawn in the darkness. I might rather mixin the mob spawning logic instead to change the light value it checks for. Greg brings up a good point and while at first I thought the logic currently used would work, it probably will not in the long run. Closing as resolved, I am removing this feature and replacing it with a mixin directly into the darkness check in the mob spawning code at a future date.

@makamys
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makamys commented Feb 14, 2024

I don't quite understand, but is there something like this in the new versions of minecraft? In version 1.20.1, hostile mobs spawned on the surface

I seem to have misinterpreted your report, I didn't realize mobs weren't spawning on the surface at all, I thought they were just spawning less near light sources (which is what the feature was supposed to do).

@Roadhog360
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Yeah, I think me adding this was quite short sighted and I think a mixin is a better and more stable approach to this feature.

@GregoriusT
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If they dont spawn on the surface at all, then you MIGHT have grabbed the mixed light level which is pretty much always above zero with the skylight, same for Nether and End where it is locked at i think 7 or something, which would block skeletons from nether fortresses for example.

@VadimFlex
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I'm unaware of OptiFine introducing such a feature. Can you show me?

2024-02-14_22 58 50
2024-02-14_22 59 46

As for what I recommend. here.

Thanks)

@Roadhog360
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Oh, that does look quite nice, I'll see if it can be implemented in Angelica in the future. While Angelica is on the list it is still in mid-Alpha so it isn't quite stable yet, but I figured I'd mention the option in case it works in your setup; it's supposed to be a better OptiFine replacement.

@VadimFlex
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Oh, that does look quite nice, I'll see if it can be implemented in Angelica in the future.

I hope this is possible to implement)
This Optifine function works well, except that it doesn't work for some plants from BOP, as well as flowers from Botany

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