mob spawn balancing #5691
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Reference: your-land/bugtracker#5691
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Please comment here if you found something odd in mob spawning on YL.
petz in particular seem to spawn far too often, which is odd, as they should be relatively rarer individually than most other common mobs.
individual spawn counts of mobs in a 24 hour period, from Alias. note that some mobs, e.g. petz:wolf, spawn in clusters, so their numbers are inflated:
Hmm, was wondering why boss scorpions seemed to spawn far rarer than previously...
also this experiment proves dragons spawn rarer than balrogsrechecking the math, they're currently 1/10th as likely as a big scorpion, whereas they used to only be 1/2 as likely. easy fix..
0d937e8064
also, the above table, but broken up into blocks by "type"
clams seem to be totally ignoring the density rules (near 6100, 0, 2100). there should only be at most 6 in a sphere of radius 24.
clams are properly limited in other parts of the server. hm.
This isn't some testing ground by any chance? Where we for some forgotten reason manually spawned in clams? Maybe to test their longevity in bad temperatures?
alias gave me 27.5 days worth of spawnit logs. here's the breakdown:
tweaked the spawn rates according to those numbers
2ec89da73f
hmm.
it seems that spawnit is creating clams in a place that the server things is inactive for objects but which spawnit thinks is active? so they end up piling up, because they unload immediately. it seems this area is frequently activated and then deactivated quickly thereafter, which might be why it's so bad in this one place. probably the best solution here is to add the clams to the culler.
am i the only one who thinks that the number of whips spawning in the nether should be cut down a bit?
sure, that seems reasonable. halved it
04c4aebf26
any way to remove the thousands of wild area animal spawns that are just everywhere near where anybody was doing anything the last few weeks?
we can tweak the culling rules, though i wonder what would be appropriate.
Will that problem not solve itself, by spawning less and lifetimer still in place?
petz don't have a lifetimer unless tamagochi mode is enabled, which is part of the petz problem.
the number of active entities is pretty much your-land normal (it ranges between around 2000 and 8000 depending on how many players are active and where they are), but the # spawned since server start is ... concerning, i suppose.
i added limits for all petz and increased the effective radius:
c37fee4d81
#5691 (comment)
i think we should close this, but still field requests for further balancing. thoughts?
I think we should just keep this issue open unless absolutely no mob spawning issues occur within the next few months.