Spawnit annotations #5573
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1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
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1. kind/protocol
2. prio/controversial
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2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
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3. source/ingame
3. source/integration
3. source/lag
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4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
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4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#5573
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Please use this issue to comment on spawn that appears to be not correct, so we can take a look.
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
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:
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.
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.
Silk worms are spawning very nicely again.
there may be a problem with spawning things in unloaded areas (image is from my local test server)
... Wow, I imagine that causes a lot of lag.
that's uh... that's interesting. unrelated though, i'll open another bug for that.
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 want those cows
I tried using it, but it says unknown command? What mod is that in? Do I need to enable or disable something by setting?
Another question: Can spawnit spawn entities "under the ceiling" and "on walls" instead of "on the ground" or "in water" ?
whoops, fixed: whoops,
4192291368
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.
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....
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:
@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.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!
@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
QA
Most likely the obvious things were found and it's now pretty much what we want.
We'll discuss re-balancing here: #5691
spawnit is live, further discussion should happen in the issue alias mentioned above