Gecko spawn chance too high #3546

Closed
opened 2023-01-17 10:19:12 +00:00 by AliasAlreadyTaken · 7 comments

This is the relevant part of the user.conf:

## Max number of mobs in the active block range
max_mobs = 60

## Chance to spawn a mob if there are no other objects in area
# the value should be 0 - 1
spawn_chance = 0.99

#do not spawn in protected
no_spawn_in_protected = true

The gecko spawns not only in protected areas, but also on the screenshot are visible a lot and active entities are 2600.

image

This is the relevant part of the user.conf: ``` ## Max number of mobs in the active block range max_mobs = 60 ## Chance to spawn a mob if there are no other objects in area # the value should be 0 - 1 spawn_chance = 0.99 #do not spawn in protected no_spawn_in_protected = true ``` The gecko spawns not only in protected areas, but also on the screenshot are visible a lot and active entities are 2600. ![image](/attachments/0a6a47c9-4008-4d75-ae8e-77c1e0231696)
2.6 MiB

I searched for geckos near my home and couldnt find any so I placed 2 geckos and 2 eggs to see how they behave.

Saw 2-4 geckos hatching from 1 egg which could be problematic but they started to spread quickly because it´s a pretty flat terrain.

Next I build a little enclosure to keep them together and placed 2 geckos inside.
Those laid 2 eggs which hatched into 5 more geckos, total 7 in a day.
Those 7 turned into around 10 at the next day, some died some hatched and they laid more eggs before the day even ended. Around dawn I had 17 geckos and they still placed eggs.

To me the problem are the eggs, how often they lay eggs and how many geckos hatch per egg.

If I remember correctly petz decision tree is based on a random value and runs everytime the last action has finished.
So in a uneven terrain with just short distances and limited options to move around it would run over and over again which increases the chance to hit the value for laying eggs.
Additionaly geckos so far just move or lay eggs, also there is no predator they had to flee from or get killed.

Overall the geckos are cute but can currently easily overrun a place and I guess runs isn´t yet done with them and that will result in unknown behaviour changes.
For now I would remove them from the petz_list in user.conf which should disable & hide them.

I searched for geckos near my home and couldnt find any so I placed 2 geckos and 2 eggs to see how they behave. Saw 2-4 geckos hatching from 1 egg which could be problematic but they started to spread quickly because it´s a pretty flat terrain. Next I build a little enclosure to keep them together and placed 2 geckos inside. Those laid 2 eggs which hatched into 5 more geckos, total 7 in a day. Those 7 turned into around 10 at the next day, some died some hatched and they laid more eggs before the day even ended. Around dawn I had 17 geckos and they still placed eggs. To me the problem are the eggs, how often they lay eggs and how many geckos hatch per egg. If I remember correctly petz decision tree is based on a random value and runs everytime the last action has finished. So in a uneven terrain with just short distances and limited options to move around it would run over and over again which increases the chance to hit the value for laying eggs. Additionaly geckos so far just move or lay eggs, also there is no predator they had to flee from or get killed. Overall the geckos are cute but can currently easily overrun a place and I guess runs isn´t yet done with them and that will result in unknown behaviour changes. For now I would remove them from the petz_list in user.conf which should disable & hide them.

part of upstream fix c9e453feb5 & ea37f7cf1e

part of upstream fix https://github.com/runsy/petz/commit/c9e453feb5d2b7e3ff44638801a435da7dff59dd & https://github.com/runsy/petz/commit/ea37f7cf1e232ad81d81cb82b85a6883abc5f2a2
flux added the
1. kind/bug
3. source/mod upstream
4. step/ready to QA test
labels 2023-01-19 04:06:47 +00:00
Author
Owner

At least they don't spawn on me like wild anymore.

At least they don't spawn on me like wild anymore.
AliasAlreadyTaken added the
ugh/QA OK
label 2023-01-21 00:24:42 +00:00
AliasAlreadyTaken added this to the 1.1.117 milestone 2023-01-21 00:24:45 +00:00
Member

the solution of of "1 fertile egg per gecko" is acceptable but unstable. the expected population will stay constant forever, but large populations can still arise, particularly mob APIs can't see mobs that are in nearby unloaded areas.

the solution of of "1 fertile egg per gecko" is acceptable but unstable. the expected population will stay constant forever, but large populations can still arise, particularly mob APIs can't see mobs that are in nearby unloaded areas.
Member

image

there's 49 geckos there (and 1 visibly just died) after starting w/ 9, after a couple hours. i left and returned to the area, and it seemed like some geckos were culled when the area was loaded.

then again, this is similar to the behavior of ducks/chickens w/ nests.

![image](/attachments/8a9fed68-052d-4ea7-9542-796ab3ec7fd7) there's 49 geckos there (and 1 visibly just died) after starting w/ 9, after a couple hours. i left and returned to the area, and it seemed like some geckos were culled when the area was loaded. then again, this is similar to the behavior of ducks/chickens w/ nests.
641 KiB
Author
Owner

then again, this is similar to the behavior of ducks/chickens w/ nests.

As long as there is population control mechanics and their eggs don't hatch if there's already a couple of them nearby, I'm ok with it.

> then again, this is similar to the behavior of ducks/chickens w/ nests. As long as there is population control mechanics and their eggs don't hatch if there's already a couple of them nearby, I'm ok with it.
Member

that spot got up to about 84 geckos, but then started going down.

that spot got up to about 84 geckos, but then started going down.
Sign in to join this conversation.
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: your-land/bugtracker#3546
No description provided.