Spawnit annotations #5573

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opened 2023-11-30 12:44:33 +00:00 by AliasAlreadyTaken · 26 comments

Please use this issue to comment on spawn that appears to be not correct, so we can take a look.

Please use this issue to comment on spawn that appears to be not correct, so we can take a look.
AliasAlreadyTaken added the
1. kind/protocol
2. prio/elevated
4. step/help wanted
labels 2023-11-30 12:44:54 +00:00
AliasAlreadyTaken added this to the 1.1.122 milestone 2023-11-30 12:44:57 +00:00
Author
Owner

Opinion of Ecklair:

So about the animal spawning:

I was testing at my house area and near.
So multiple things that seems like:

It doesnt spawn around you the animals, just further and you bump into them.
But it spawns it like a package: Around one tree I saw 3 squirrels, 1 fox, 3 goats and 1 sheep, while other areas were empty around.

Also it feels like it spawns more goats and sheeps and cows.
I saw elephant too and 1 bear but this is not a big number.

Also they can be pretty much out of control. Like my area is not made for random animals around. I make them happy little corners so they can live there. My horses got unwanted sheep guests for example.
But I understand other areas like Tenebris would welcome this.

It must be made with toggle on and off. It is lovely how birds were flying around and dolphins were swimming. Gave really cute vibe to my beach, but at the same time sheeps ruined my grass at some areas and if my little house has this issue, it may pop up at other segments too, depends how the land was made.

These are my quick thoughts for now.

Eck

Opinion of Ecklair: So about the animal spawning: I was testing at my house area and near. So multiple things that seems like: It doesnt spawn around you the animals, just further and you bump into them. But it spawns it like a package: Around one tree I saw 3 squirrels, 1 fox, 3 goats and 1 sheep, while other areas were empty around. Also it feels like it spawns more goats and sheeps and cows. I saw elephant too and 1 bear but this is not a big number. Also they can be pretty much out of control. Like my area is not made for random animals around. I make them happy little corners so they can live there. My horses got unwanted sheep guests for example. But I understand other areas like Tenebris would welcome this. It must be made with toggle on and off. It is lovely how birds were flying around and dolphins were swimming. Gave really cute vibe to my beach, but at the same time sheeps ruined my grass at some areas and if my little house has this issue, it may pop up at other segments too, depends how the land was made. These are my quick thoughts for now. Eck
Author
Owner

How do I enable/disable spawning per area?

How do I enable/disable spawning per area?
Member

How do I enable/disable spawning per area?

by default, mobs which aren't hostile to players can spawn in protected areas. to disable this ability, use the following command:

/area_spawnit <area ID>
toggle mob spawning in an area (i.e. disallow all spawns in area)

you will receive feedback about the current state after executing the command.

> How do I enable/disable spawning per area? by default, mobs which aren't hostile to players can spawn in protected areas. to disable this ability, use the following command: ``` /area_spawnit <area ID> toggle mob spawning in an area (i.e. disallow all spawns in area) ``` you will receive feedback about the current state after executing the command.

Exploring test for non obvious animal spawns/no spawn. After looking and observaing around a few differant oceans around Haven, Tene and Egypt. Everything spawns as supposed though whales seem to spawn faster and in larger groups. While dolphins are taking a slower time to spawn with more sparce groups. I also have explored the jungles around my areas, the jungles around frosthall and a few others. I have not found a single scorp spawn in them. The major issue though I see is biome cows are broken.

Exploring test for non obvious animal spawns/no spawn. After looking and observaing around a few differant oceans around Haven, Tene and Egypt. Everything spawns as supposed though whales seem to spawn faster and in larger groups. While dolphins are taking a slower time to spawn with more sparce groups. I also have explored the jungles around my areas, the jungles around frosthall and a few others. I have not found a single scorp spawn in them. The major issue though I see is biome cows are broken. ![](https://gitea.your-land.de/attachments/37ed186f-eddb-4a28-8ed7-787eee815770)

Ok scorps spawn in jungle just much slower than before which is good since jungles are so dense. I think we fix the whales spawning so much and even maybe change the spawn amount in an area for dolphins as well. Only really bad is biome cows.

Ok scorps spawn in jungle just much slower than before which is good since jungles are so dense. I think we fix the whales spawning so much and even maybe change the spawn amount in an area for dolphins as well. Only really bad is biome cows.

Just ran into an area of ocean at coords 6347 16 811 where seagulls just over spawned.

Just ran into an area of ocean at coords 6347 16 811 where seagulls just over spawned.

Silk worms are spawning very nicely again.

Silk worms are spawning very nicely again.
Member

there may be a problem with spawning things in unloaded areas (image is from my local test server)

image

there may be a problem with spawning things in unloaded areas (image is from my local test server) ![image](/attachments/49decfac-3a19-4486-b0a5-9b71dafadbdc)
1.4 MiB

... Wow, I imagine that causes a lot of lag.

... Wow, I imagine that causes a lot of lag.
Member

biome cows are broken

that's uh... that's interesting. unrelated though, i'll open another bug for that.

> biome cows are broken that's uh... that's interesting. unrelated though, i'll open another bug for that.
Member

i fixed the over-spawning issue a bit by fixing the code that detects when players go AFK (it wasn't disabling things properly). there does seem to be some more work to be done for spawning things too far from non-afk players though.

i fixed the over-spawning issue a bit by fixing the code that detects when players go AFK (it wasn't disabling things properly). there does seem to be some more work to be done for spawning things too far from non-afk players though.

there may be a problem with spawning things in unloaded areas (image is from my local test server)

i want those cows

> there may be a problem with spawning things in unloaded areas (image is from my local test server) i want those cows
Author
Owner

How do I enable/disable spawning per area?

by default, mobs which aren't hostile to players can spawn in protected areas. to disable this ability, use the following command:

/area_spawnit <area ID>
toggle mob spawning in an area (i.e. disallow all spawns in area)

you will receive feedback about the current state after executing the command.

I tried using it, but it says unknown command? What mod is that in? Do I need to enable or disable something by setting?

> > How do I enable/disable spawning per area? > > by default, mobs which aren't hostile to players can spawn in protected areas. to disable this ability, use the following command: > > ``` > /area_spawnit <area ID> > toggle mob spawning in an area (i.e. disallow all spawns in area) > ``` > > you will receive feedback about the current state after executing the command. I tried using it, but it says unknown command? What mod is that in? Do I need to enable or disable something by setting?
Author
Owner

Another question: Can spawnit spawn entities "under the ceiling" and "on walls" instead of "on the ground" or "in water" ?

Another question: Can spawnit spawn entities "under the ceiling" and "on walls" instead of "on the ground" or "in water" ?
Member

I tried using it, but it says unknown command? What mod is that in? Do I need to enable or disable something by setting?

whoops, fixed: whoops, 4192291368

> I tried using it, but it says unknown command? What mod is that in? Do I need to enable or disable something by setting? whoops, fixed: whoops, https://github.com/fluxionary/minetest-spawnit/commit/41922913683f4fbe730e1fe63458198a315923c8
Author
Owner

So far I like what I see in spawnit. Hell is hell, overworld is nice, the Deep is dangerous but not so much.

Only thing that I find odd is the water. I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn.

So far I like what I see in spawnit. Hell is hell, overworld is nice, the Deep is dangerous but not so much. Only thing that I find odd is the water. I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn.
AliasAlreadyTaken added the
4. step/ready to QA test
label 2023-12-04 20:28:22 +00:00
Member

I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn.

i'll look into that. if nothing else, the spawn rates can be increased.

> I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn. i'll look into that. if nothing else, the spawn rates can be increased.
Member

I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn.

i'll look into that. if nothing else, the spawn rates can be increased.

for most non-hostile mobs, the logic is meant to be that the mob spawns about once every ten minutes per player (up to a limit). water_life mobs seem to actually be spawning according to this rule - petz seem to spawn way too often compared to other things though....

> > I hardly get any spawn from water_life. No sharks, very rare whales. Still, they do spawn. > > i'll look into that. if nothing else, the spawn rates can be increased. for most non-hostile mobs, the logic is meant to be that the mob spawns about once every ten minutes per player (up to a limit). water_life mobs seem to actually be spawning according to this rule - petz seem to spawn way too often compared to other things though....
Member

there's also very clearly a major bug that's still resulting in lots of mobs spawning in non-active-object mapblocks - i might be able to track this down in the next day or two, but i now don't consider spawnit to be good to be deployed.

i get a lot of the following in my logs:

<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1529,14,2397) activates in INACTIVE mapblock
<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1529,14,2397)
<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1529,14,2396) activates in INACTIVE mapblock
<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1529,14,2396)
<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1528,14,2394) activates in INACTIVE mapblock
<ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1528,14,2394)
<ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1529,13,2397) was deactivated after 1.604s (false)
<ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1529,13,2396) was deactivated after 1.604s (false)
<ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1528,13,2394) was deactivated after 1.603s (false)
there's also very clearly a major bug that's still resulting in lots of mobs spawning in non-active-object mapblocks - i might be able to track this down in the next day or two, but i now don't consider spawnit to be good to be deployed. i get a lot of the following in my logs: ``` <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1529,14,2397) activates in INACTIVE mapblock <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1529,14,2397) <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1529,14,2396) activates in INACTIVE mapblock <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1529,14,2396) <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] petz:bunny @ (1528,14,2394) activates in INACTIVE mapblock <ACTION> 2023-12-04 16:40:28: [Server] [spawnit] spawned petz:bunny @ (1528,14,2394) <ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1529,13,2397) was deactivated after 1.604s (false) <ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1529,13,2396) was deactivated after 1.604s (false) <ACTION> 2023-12-04 16:40:29: [Server] [spawnit] petz:bunny @ (1528,13,2394) was deactivated after 1.603s (false) ```
Member

@AliasAlreadyTaken w/ the latest commit (d5fbd4b618), i'm pretty sure i've (mostly) fixed the problem of mobs spawning in places where they unload immediately. turns out i was missing a simple check when picking a spawn position. it should be good to go now, i think.

@AliasAlreadyTaken w/ the latest commit (https://github.com/fluxionary/minetest-spawnit/commit/d5fbd4b61864dcaa947a96ec54e90a275d1467d2), i'm pretty sure i've (mostly) fixed the problem of mobs spawning in places where they unload immediately. turns out i was missing a simple check when picking a spawn position. it should be good to go now, i think.
Author
Owner

Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now?

Those who want spawn of friendlies in their areas will need to enable it by choice.

Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now? Those who want spawn of friendlies in their areas will need to enable it by choice.
Member

Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now?

Those who want spawn of friendlies in their areas will need to enable it by choice.

yup, but i probably won't finish that before tomorrow. that'll require adding an additional area flag.

> Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now? > > Those who want spawn of friendlies in their areas will need to enable it by choice. yup, but i probably won't finish that before tomorrow. that'll require adding an additional area flag.
Author
Owner

Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now?

Those who want spawn of friendlies in their areas will need to enable it by choice.

yup, but i probably won't finish that before tomorrow. that'll require adding an additional area flag.

No rush. We're not getting killed by the advisory board or the investors :P On the contrary: Works much appreciated!

> > Last thing: Can we make it that spawn of friendlies in areas is off by default, keeping the status quo we have right now? > > > > Those who want spawn of friendlies in their areas will need to enable it by choice. > > yup, but i probably won't finish that before tomorrow. that'll require adding an additional area flag. No rush. We're not getting killed by the advisory board or the investors :P On the contrary: Works much appreciated!
Member

@AliasAlreadyTaken i think i've got a way to make "disallow all spawns in a protection area by default" the default, while keeping the previous functionality as an optional setting, and allow switching between them.

b1106781f0..765a01aea9

@AliasAlreadyTaken i think i've got a way to make "disallow all spawns in a protection area by default" the default, while keeping the previous functionality as an optional setting, and allow switching between them. https://github.com/fluxionary/minetest-spawnit/compare/b1106781f0a0911e568375bac8bd8f4ea6989b00..765a01aea9ac2b6461d69bfaa4f10b23dd1a029b
Author
Owner

QA

Most likely the obvious things were found and it's now pretty much what we want.

We'll discuss re-balancing here: #5691

QA Most likely the obvious things were found and it's now pretty much what we want. We'll discuss re-balancing here: #5691
AliasAlreadyTaken added the
ugh/QA OK
label 2023-12-14 07:17:36 +00:00
flux added
5. result/fixed
and removed
4. step/help wanted
4. step/ready to QA test
labels 2023-12-18 22:26:26 +00:00
Member

spawnit is live, further discussion should happen in the issue alias mentioned above

spawnit is live, further discussion should happen in the issue alias mentioned above
flux closed this issue 2023-12-18 22:26:59 +00:00
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Reference: your-land/bugtracker#5573
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