flux reports: bats and waterlife birds seem ... #2077
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Reference: your-land/bugtracker#2077
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flux reports a bug:
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both of these images don't do justice to the true issue; most of the entities despawned themselves before i manage to take a decent picture.
I think the problem is not "too much spawn", because there are spawn limits in place.
I think the problem is entities are persisted when they hit the non-emerged border. Then, once in a a blue moon, someone loads the mapblock with all the persisted entities and they are set free - ofc despawning quickly due to lifetimer or similar, but still.
I have a similar problem with ghosts in the admin area. Once I fly out in a direction I hardly ever do before, a lot of stray ghosts become activated and then instantly despawn.
Could also be a setting in the minetest.conf:
active_block_mgmt_interval = 10
I disabled this setting now, default is 2.
it's not "once in a blue moon", it's mostly in areas where someone AFK'ed for a long time, and mobs wandered into a neighboring mapblock, and unloaded, dropping the limit. the screenshots are taken near my area and odonhull; those are areas that are visited often. the things that have changed are that bats now fly, and that water_life spawning has regressed to ignoring protection.
we should probably address this when we rework the whole mob API - perhaps most mobs, particularly ones which are untamed, common, and non-hostile, should try to avoid coming back to life after they were despawned.
then again, ghosts are also a huge problem. not just what you brought up, but the thousands of ghosts around my old balrog farm.
see #2421 for more discussion, which was closed in favor of this issue
relevant engine issue https://github.com/minetest/minetest/issues/11599
though that would also require mob logic updates to make use if it, if it's ever implemented.
What if we taught mobs NOT to wander into unloaded areas, but somehow bounce them off the mapblock border?
At least mobs_redo knows a setting where mobs "avoid" other blocks. Can we extend that to avoid the unloaded regions?
the "unloaded" area is actually an "inactive" area, and there's different semantics for an area that's not active for entities, and an area that's not active for machines (i.e. ABMs and timers). there isn't a way to test for either, but "not active for entities" is quite complicated - it has to do w/ the euclidean distance from nearby players, and also which direction they're looking, and changes rapidly as players move around and look at different things.
mobs_redo and mobkit (and petz) supposedly have checks to limit the number of mobs that spawn in an area, perhaps it should do this check when they're loading too and despawn them if there's too many.
Decreased spawn to 20:
b4a1dbeb7b
noting a relevant engine PR: https://github.com/minetest/minetest/pull/14138