1.1.122 #5444

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opened 2023-11-01 22:24:45 +00:00 by AliasAlreadyTaken · 22 comments
  • Remove WorldeditAddtions: We will remove worldedit additions. It is such a large and convoluted library by now, changing so often and introducing bugs. On the other hand, some few of yl mods depend on it.
  • Tenplus1 changed their git host, this needs to be reflected in the your-land-mirror
  • Next attempt at the new spawn API
* [x] Remove WorldeditAddtions: We will remove worldedit additions. It is such a large and convoluted library by now, changing so often and introducing bugs. On the other hand, some few of yl mods depend on it. * [x] Tenplus1 changed their git host, this needs to be reflected in the your-land-mirror * [x] Next attempt at the new spawn API
AliasAlreadyTaken added the
1. kind/other
label 2023-11-01 22:24:57 +00:00
AliasAlreadyTaken added this to the 1.1.122 milestone 2023-11-01 22:25:02 +00:00

What animals should spawn?
In Walstrand inside the walls I only saw flying animals (parrot, moth, Tukan, flamingo) and suppose most of them flew in form outside.
Just in front of the walls (still in protected area) there were pigs, boars, wolves and Pandas so far.

What animals should spawn? In Walstrand inside the walls I only saw flying animals (parrot, moth, Tukan, flamingo) and suppose most of them flew in form outside. Just in front of the walls (still in protected area) there were pigs, boars, wolves and Pandas so far.

the new spawn api is the newest version of the current one.

I don't think it will be changing which animals and mobs spawn.

the new spawn api is the newest version of the current one. I don't think it will be changing which animals and mobs spawn.

the new spawn api is the newest version of the current one.

I don't think it will be changing which animals and mobs spawn.

Alias or DD (Don't know which one of them) told, that animals would spawn now in protected areas.
I logged in on Testserver and can tell, that it works. I have far mor animals in protected area around Walstrand village walls than before and it seems they did not drop in from far away out of protected area.
So I'm interested to find out, if there are some rules that prevent them spawning inside walls or if it's just coincidence
Edit:
Seems to be some kind of coincidence. While the first time I stood on the Wall watching the inside and the outside I could detect about 20 spawned animals outside and no spawned animals inside I now have some bunnys and some lambs inside, also a cat and a gecko.
I also have a spawned elephant and a hamster now between my camels. It seems they have spawned cuz of the underground (desert sand) not the biome (bamboo).
Is that the reason for them spawning?
Or do all animals now spawn on every biome in protected area?
So I fear some scorpions could spawn among the camels or some wolves among the sheep. I do not think that would make me or other breeders happy.
Edit (2)
It really seems that the underground is the major or even only influence now for spawning. Ideling in Haven has produced a Bunch of animals running all over the town.
Ideling in front of Maravillosas Battle Mage guild did not, so no screenshot from that.

> the new spawn api is the newest version of the current one. > > I don't think it will be changing which animals and mobs spawn. Alias or DD (Don't know which one of them) told, that animals would spawn now in protected areas. I logged in on Testserver and can tell, that it works. I have far mor animals in protected area around Walstrand village walls than before and it seems they did not drop in from far away out of protected area. So I'm interested to find out, if there are some rules that prevent them spawning inside walls or if it's just coincidence Edit: Seems to be some kind of coincidence. While the first time I stood on the Wall watching the inside and the outside I could detect about 20 spawned animals outside and no spawned animals inside I now have some bunnys and some lambs inside, also a cat and a gecko. I also have a spawned elephant and a hamster now between my camels. It seems they have spawned cuz of the underground (desert sand) not the biome (bamboo). Is that the reason for them spawning? Or do all animals now spawn on every biome in protected area? So I fear some scorpions could spawn among the camels or some wolves among the sheep. I do not think that would make me or other breeders happy. Edit (2) It really seems that the underground is the major or even only influence now for spawning. Ideling in Haven has produced a Bunch of animals running all over the town. Ideling in front of Maravillosas Battle Mage guild did not, so no screenshot from that.
Author
Owner

Add to minetest.conf:

unified_inventory_waypoints = false
Add to minetest.conf: ``` unified_inventory_waypoints = false ```

Looks like the spawn_in_protected feature is enabled

Looks like the spawn_in_protected feature is enabled
Member

the new spawn api is the newest version of the current one.

I don't think it will be changing which animals and mobs spawn.

#4592

friendly animals will be able to spawn in protected areas in general, though this can of course be turned off if it becomes a problem. there will also be an /area_spawnit <ID> command, which will disable all mob spawns in a specific area.

> the new spawn api is the newest version of the current one. > > I don't think it will be changing which animals and mobs spawn. #4592 friendly animals will be able to spawn in protected areas in general, though this can of course be turned off if it becomes a problem. there will also be an `/area_spawnit <ID>` command, which will disable all mob spawns in a specific area.

the new spawn api is the newest version of the current one.

I don't think it will be changing which animals and mobs spawn.

#4592

friendly animals will be able to spawn in protected areas in general, though this can of course be turned off if it becomes a problem. there will also be an /area_spawnit <ID> command, which will disable all mob spawns in a specific area.

So one would have to create (sub?) areas to prevent animals from spawning inside walls or buildings?
Is there a trick to do this without consuming limited masterareas?

> > the new spawn api is the newest version of the current one. > > > > I don't think it will be changing which animals and mobs spawn. > > #4592 > > friendly animals will be able to spawn in protected areas in general, though this can of course be turned off if it becomes a problem. there will also be an `/area_spawnit <ID>` command, which will disable all mob spawns in a specific area. So one would have to create (sub?) areas to prevent animals from spawning inside walls or buildings? Is there a trick to do this without consuming limited masterareas?
Member

inside walls

are your walls hollow? animals will only spawn where there is enough space.

buildings?

most animals only spawn on soil variants, so most people's buildings wouldn't have problems

Is there a trick to do this without consuming limited masterareas?

you can add sub-areas by e.g. selecting an area (/area_pos1 etc.) then /add_owner MASTER_ID your_name description_of_area

> inside walls are your walls hollow? animals will only spawn where there is enough space. > buildings? most animals only spawn on soil variants, so most people's buildings wouldn't have problems > Is there a trick to do this without consuming limited masterareas? you can add sub-areas by e.g. selecting an area (`/area_pos1` etc.) then `/add_owner MASTER_ID your_name description_of_area`
AliasAlreadyTaken pinned this 2023-11-25 22:17:31 +00:00
Author
Owner

anvil: current good 16700e5f8f9e05bba9bbf7660d50238229a15106

anvil: current good 16700e5f8f9e05bba9bbf7660d50238229a15106
Author
Owner

As of #4520 (comment) make sure this is at the right places:

To switch out the spawn API:

Add to petz' user.conf:

spawn_interval = math.huge

Add to minetest.conf:

mobs_spawn = false
mob_core.spawn_enabled = false
spawnit:default_spawn_in_protected = false
spawnit:track_mob_lifetime = true

To yl_commons:

table.insert_all(water_life.no_spawn_table, {
	"water_life:alligator",
	"water_life:beaver",
	"water_life:clams",
	"water_life:clownfish",
	"water_life:coralfish",
	"water_life:croc",
	"water_life:gecko",
	"water_life:gull",
	"water_life:jellyfish",
	"water_life:piranha",
	"water_life:fish",
	"water_life:urchin",
	"water_life:shark",
	"water_life:snake",
	"water_life:whale",
})
As of https://gitea.your-land.de/your-land/bugtracker/issues/4520#issuecomment-61381 make sure this is at the right places: To switch out the spawn API: Add to petz' user.conf: ``` spawn_interval = math.huge ``` Add to minetest.conf: ``` mobs_spawn = false mob_core.spawn_enabled = false spawnit:default_spawn_in_protected = false spawnit:track_mob_lifetime = true ``` To yl_commons: ``` table.insert_all(water_life.no_spawn_table, { "water_life:alligator", "water_life:beaver", "water_life:clams", "water_life:clownfish", "water_life:coralfish", "water_life:croc", "water_life:gecko", "water_life:gull", "water_life:jellyfish", "water_life:piranha", "water_life:fish", "water_life:urchin", "water_life:shark", "water_life:snake", "water_life:whale", }) ```

inside walls

are your walls hollow? animals will only spawn where there is enough space.

That's not, what I wanted to say, but indeed they are hollow.
I wanted to say "Innerhalb der Dorfmauern", what might be translated as "in the area completeley surrounded by village walls".
I understand spawning as a simulation of animal live, so it would be strange to have some horses or animals of that size in an area surrounded by walls. They should not have a chance to get into that area.

buildings?

most animals only spawn on soil variants, so most people's buildings wouldn't have problems

That's what I already assumed when I observed that almost nbo animals spawned near Maravillosas City crown.

Is there a trick to do this without consuming limited masterareas?

you can add sub-areas by e.g. selecting an area (/area_pos1 etc.) then /add_owner MASTER_ID your_name description_of_area

I'll try that. Thx :-)

> > inside walls > > are your walls hollow? animals will only spawn where there is enough space. That's not, what I wanted to say, but indeed they are hollow. I wanted to say "Innerhalb der Dorfmauern", what might be translated as "in the area completeley surrounded by village walls". I understand spawning as a simulation of animal live, so it would be strange to have some horses or animals of that size in an area surrounded by walls. They should not have a chance to get into that area. > > > buildings? > > most animals only spawn on soil variants, so most people's buildings wouldn't have problems That's what I already assumed when I observed that almost nbo animals spawned near Maravillosas City crown. > > > Is there a trick to do this without consuming limited masterareas? > > you can add sub-areas by e.g. selecting an area (`/area_pos1` etc.) then `/add_owner MASTER_ID your_name description_of_area` > I'll try that. Thx :-)
Member
> To yl_commons: this is already in yl_spawnit https://gitea.your-land.de/flux/yl_spawnit/src/branch/main/water_life.lua
Author
Owner

Please discuss spawn rules and where you feel spawn is off track or should be fixed in this issue: your-land/bugtracker#5573

Please discuss spawn rules and where you feel spawn is off track or should be fixed in this issue: your-land/bugtracker#5573
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Owner

Enable book_runner in world.mt

Enable book_runner in world.mt
Author
Owner

Add spawnit:default_spawn_in_protected = false to minetest.conf to keep the current behaviour consistent. Those who desire friendly spawn can use the appropriate command on their areas.

Add `spawnit:default_spawn_in_protected = false` to minetest.conf to keep the current behaviour consistent. Those who desire friendly spawn can use the appropriate command on their areas.
Author
Owner

Enable modinfo in world.mt

Enable modinfo in world.mt
Author
Owner

Add modinfo.override_mods_command = true to minetest.conf

Add `modinfo.override_mods_command = true` to minetest.conf
Author
Owner

Add limit_physics_monoids:speed_param_2 = 0.5 to minetest.conf

Add `limit_physics_monoids:speed_param_2 = 0.5` to minetest.conf
AliasAlreadyTaken unpinned this 2023-12-16 14:57:08 +00:00
Member

i think #5376 is the only outstanding issue for this milestone

i think #5376 is the only outstanding issue for this milestone
flux added the
5. result/fixed
label 2023-12-19 20:32:37 +00:00
Member

so far as i can tell, everything for this milestone is delivered, closing.

so far as i can tell, everything for this milestone is delivered, closing.
flux closed this issue 2023-12-19 20:32:53 +00:00
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Following Milestone 1.1.123 issue: #5693

Following Milestone 1.1.123 issue: #5693
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Reference: your-land/bugtracker#5444
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