AspireMint reports: Nether is super boring. Spawn ... #6263

Open
opened 2024-02-08 00:22:20 +00:00 by yourland-report · 9 comments

AspireMint reports a bug:

Nether is super boring. Spawn rate is broken.

Player position:

{
	x = -802.40100097656,
	y = 29200.390625,
	z = 22203.681640625
}

Player look:

{
	x = 0.14485782384872,
	y = -0.10973431169987,
	z = -0.98334872722626
}

Player information:

{
	state = "Active",
	protocol_version = 42,
	connection_uptime = 15203,
	ip_version = 6,
	min_rtt = 0.024000000208616,
	avg_rtt = 0.026000000536442,
	min_jitter = 0,
	max_jitter = 2.345999956131,
	avg_jitter = 0.0010000001639128,
	max_rtt = 2.4809999465942,
	lang_code = "",
	patch = 0,
	minor = 7,
	major = 5,
	formspec_version = 6,
	serialization_version = 29,
	version_string = "5.7.0"
}

Player meta:

{
	fields = {
		["petz:werewolf_clan_idx"] = "4",
		yl_commons_player_created = "1619715757",
		hud_state = "on",
		arenalib_infobox_arenaID = "0",
		["3d_armor_inventory"] = "return {\"3d_armor:helmet_nether 1 20820\", \"3d_armor:chestplate_nether 1 41640\", \"shields:shield_nether 1 41640\", \"3d_armor:leggings_nether 1 41640\", \"3d_armor:boots_crystal 1 21800\", \"\"}",
		yl_church = "return {[\"last_heal\"] = 1705833044, [\"last_death_portal\"] = 1707348424, [\"last_death\"] = {[\"x\"] = -407, [\"y\"] = 47, [\"z\"] = 21485}}",
		inflicted_damage = "11870238",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"water_life:croc_bag\"}",
		jointime = "1619715757",
		punch_count = "548695",
		["petz:werewolf"] = "0",
		["ocean_build.last_warning"] = "1.65674e+09",
		["petz:lycanthropy"] = "0",
		yl_commons_thankyou = "276",
		xp = "2065597",
		died = "382",
		placed_nodes = "391093",
		partychat = "party",
		repellant = "0",
		["stamina:level"] = "20",
		yl_commons_player_joined = "1707336584",
		["stamina:poisoned"] = "no",
		bitten = "0",
		["stamina:exhaustion"] = "115.5",
		crafted = "119901",
		played_time = "6736327",
		digged_nodes = "1968475",
		["signslib:pos"] = "(-54,5,22529)",
		["ocean_build.forbidden"] = "true",
		["ocean_build.ocean_built"] = "12"
	}
}

Log identifier


[MOD] yl_report log identifier = MDjQOvGKdA8vHqf9RcqIcxlniGH7EzN3

Profiler save:

profile-20240208T002220.json_prettyEE

Status:

# Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 4d 4h 6min 42s | max lag: 0.913s | clients (19/52): Administrator, AliasAlreadyTaken, Aliza, AspireMint, Bailiff, Chache, daydream, flux, Izzy101, jackofthebean000, LadYeauty, mahou, Minetest13, poppyasdan, rheo, Service, sixer, Sokomine, tagtraum

Teleport command:

/teleport xyz -802 29200 22204

Compass command:

/give_compass Construction MDjQOvGKdA8vHqf9RcqIcxlniGH7EzN3 D2691E -802 29200 22204
AspireMint reports a bug: > Nether is super boring. Spawn rate is broken. Player position: ``` { x = -802.40100097656, y = 29200.390625, z = 22203.681640625 } ``` Player look: ``` { x = 0.14485782384872, y = -0.10973431169987, z = -0.98334872722626 } ``` Player information: ``` { state = "Active", protocol_version = 42, connection_uptime = 15203, ip_version = 6, min_rtt = 0.024000000208616, avg_rtt = 0.026000000536442, min_jitter = 0, max_jitter = 2.345999956131, avg_jitter = 0.0010000001639128, max_rtt = 2.4809999465942, lang_code = "", patch = 0, minor = 7, major = 5, formspec_version = 6, serialization_version = 29, version_string = "5.7.0" } ``` Player meta: ``` { fields = { ["petz:werewolf_clan_idx"] = "4", yl_commons_player_created = "1619715757", hud_state = "on", arenalib_infobox_arenaID = "0", ["3d_armor_inventory"] = "return {\"3d_armor:helmet_nether 1 20820\", \"3d_armor:chestplate_nether 1 41640\", \"shields:shield_nether 1 41640\", \"3d_armor:leggings_nether 1 41640\", \"3d_armor:boots_crystal 1 21800\", \"\"}", yl_church = "return {[\"last_heal\"] = 1705833044, [\"last_death_portal\"] = 1707348424, [\"last_death\"] = {[\"x\"] = -407, [\"y\"] = 47, [\"z\"] = 21485}}", inflicted_damage = "11870238", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"water_life:croc_bag\"}", jointime = "1619715757", punch_count = "548695", ["petz:werewolf"] = "0", ["ocean_build.last_warning"] = "1.65674e+09", ["petz:lycanthropy"] = "0", yl_commons_thankyou = "276", xp = "2065597", died = "382", placed_nodes = "391093", partychat = "party", repellant = "0", ["stamina:level"] = "20", yl_commons_player_joined = "1707336584", ["stamina:poisoned"] = "no", bitten = "0", ["stamina:exhaustion"] = "115.5", crafted = "119901", played_time = "6736327", digged_nodes = "1968475", ["signslib:pos"] = "(-54,5,22529)", ["ocean_build.forbidden"] = "true", ["ocean_build.ocean_built"] = "12" } } ``` Log identifier ``` [MOD] yl_report log identifier = MDjQOvGKdA8vHqf9RcqIcxlniGH7EzN3 ``` Profiler save: ``` profile-20240208T002220.json_prettyEE ``` Status: ``` # Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 4d 4h 6min 42s | max lag: 0.913s | clients (19/52): Administrator, AliasAlreadyTaken, Aliza, AspireMint, Bailiff, Chache, daydream, flux, Izzy101, jackofthebean000, LadYeauty, mahou, Minetest13, poppyasdan, rheo, Service, sixer, Sokomine, tagtraum ``` Teleport command: ``` /teleport xyz -802 29200 22204 ``` Compass command: ``` /give_compass Construction MDjQOvGKdA8vHqf9RcqIcxlniGH7EzN3 D2691E -802 29200 22204 ```
AliasAlreadyTaken was assigned by yourland-report 2024-02-08 00:22:20 +00:00
AliasAlreadyTaken added the
1. kind/bug
1. kind/balancing
labels 2024-02-08 00:37:42 +00:00
Member

Confirmed via stream bailiff follow.

Confirmed via stream bailiff follow.
Member

what does this mean? things seem to spawn just fine when i'm there?

what does this mean? things seem to spawn just fine when i'm there?

Under some unknown circumstances, once can spend minutes in the nether without a single spawn. This is not like the "dead mapblocks", more like a delayed spawn. I had this once but blamed it on something I don't remember. Now I can reproduce by going into a non-emerged part of the nether. It takes a long while for the first to show up and picks up only after a bit.

Do we need to add a spawnstep in on_generate to avoid an empty nether impression?

Under some unknown circumstances, once can spend minutes in the nether without a single spawn. This is not like the "dead mapblocks", more like a delayed spawn. I had this once but blamed it on something I don't remember. Now I can reproduce by going into a non-emerged part of the nether. It takes a long while for the first to show up and picks up only after a bit. Do we need to add a spawnstep in on_generate to avoid an empty nether impression?
Member

This is not like the "dead mapblocks", more like a delayed spawn.
Do we need to add a spawnstep in on_generate to avoid an empty nether impression?

spawnit requires that active mapblocks be analyzed before things will spawn there - if you're traveling fast and not stopping, this might prevent things from spawning near you at all. it might take a couple minutes to start spawning things near you. spawnit throttles the size of the queue of mapblocks to analyze. if a lot of players are moving around a lot, it might take several minutes to start spawning mobs near any given player - but this is essential to keep spawnit from over-loading the server. if someone is just running around, there's not even any point in spawning mobs near them - the area will be unloaded soon.

if this ends up making it easy to mine the nether, that's a problem. but in my personal tests, if you slow down enough to collect resources, mobs show up soon enough, and then you have problems. maybe you can grab rare resources like giant electrumese crystals and then keep running, but things like ivory and basalt will inevitably invite hostile mobs.

possibly the solution is to prevent the giant crystals from being dug so quickly - and that would require preventing digging them w/ a node replacement tool. that will be controversial, but i'm not opposed to it.

> This is not like the "dead mapblocks", more like a delayed spawn. > Do we need to add a spawnstep in on_generate to avoid an empty nether impression? spawnit requires that active mapblocks be analyzed before things will spawn there - if you're traveling fast and not stopping, this might prevent things from spawning near you at all. it might take a couple minutes to start spawning things near you. spawnit throttles the size of the queue of mapblocks to analyze. if a lot of players are moving around a lot, it might take several minutes to start spawning mobs near any given player - but this is essential to keep spawnit from over-loading the server. if someone is just running around, there's not even any point in spawning mobs near them - the area will be unloaded soon. if this ends up making it easy to mine the nether, that's a problem. but in my personal tests, if you slow down enough to collect resources, mobs show up soon enough, and then you have problems. maybe you can grab rare resources like giant electrumese crystals and then keep running, but things like ivory and basalt will inevitably invite hostile mobs. possibly the solution is to prevent the giant crystals from being dug so quickly - and that would require preventing digging them w/ a node replacement tool. that will be controversial, but i'm not opposed to it.
Member

Do we need to add a spawnstep in on_generate to avoid an empty nether impression?

that seems like a good idea, i can add such a feature to spawnit

> Do we need to add a spawnstep in on_generate to avoid an empty nether impression? that seems like a good idea, i can add such a feature to spawnit
flux added this to the flux's TODO list project 2024-02-19 02:22:38 +00:00
flux self-assigned this 2024-02-19 02:22:42 +00:00

Either player want to fight mobs and find dragon (i believe spawning is broken or in conflict with other mod and glitches like daylight in nether, which makes spawning impossible) or player want to take some resources.

If you want to take resources, it is easy, take as much as you can in 3-10 minutes, when they start spawning, move 30 nodes further. Happy mining!

If you want to find dragon (don't waste your time, it is broken) then you have to stay afk on one spot, wait for them to start spawning like crazy, and if you are lucky you will see dragon, right? If not, then you move to other mapblock and do it again. Fun!
I can walk 1 hour without spawning ANY mobs (TESTED), and take stacks of crystals, all i need is food and pickaxe (armor is optional).

I strongly disagree with anyone who says nether is dangerous. Only things which are dangerous in nether is lag and fall damage.
Please, don't take this as idea of making mobs stronger - they would be just more annoying, instead spawning should be fixed.

Either player want to fight mobs and find dragon (i believe spawning is broken or in conflict with other mod and glitches like daylight in nether, which makes spawning impossible) or player want to take some resources. If you want to take resources, it is easy, take as much as you can in 3-10 minutes, when they start spawning, move 30 nodes further. Happy mining! If you want to find dragon (don't waste your time, it is broken) then you have to stay afk on one spot, wait for them to start spawning like crazy, and if you are lucky you will see dragon, right? If not, then you move to other mapblock and do it again. Fun! I can walk 1 hour without spawning ANY mobs (TESTED), and take stacks of crystals, all i need is food and pickaxe (armor is optional). I strongly disagree with anyone who says nether is dangerous. Only things which are dangerous in nether is lag and fall damage. Please, don't take this as idea of making mobs stronger - they would be just more annoying, instead spawning should be fixed.

dragons are already immensely rare so maybe its just a matter of luck

resource mining is difficult if one is using public portals (especially well-used portals such as the one in miners den) but not hard if you just make your own portal

that's all ill say, im too tired to keep talking

dragons are already immensely rare so maybe its just a matter of luck resource mining is difficult if one is using public portals (especially well-used portals such as the one in miners den) but not hard if you just make your own portal that's all ill say, im too tired to keep talking
Member

possibly we should tweak the value of spawnit:player_moved_too_fast_ratio from the default (1.5 = 6 nodes per second) to something like 2.5 (10 nodes per second), so that players w/ crystal books walking don't trigger the too_fast check.

if that doesn't work, we could experiment with changing that value to something super high like 10 (40 nodes per second).

my recent experiments show me that spawnit isn't creating any noticeable lag. and so, since spawning actualities aren't what we want them to be, we ought to test whether disabling some of spawnit's anti-lag features improves those, on the assumption that all the other anti-lag features are likely to prevent problems.

i'm not sure what to do if that doesn't help. it sounds like i might need some way to prioritize spawning in regions where spawn rates are higher. possibly i could do that by using a priority queue to schedule what to process asynchronously, instead of a FIFO queue. i've already got a pairing heap in futil...

possibly we should tweak the value of `spawnit:player_moved_too_fast_ratio` from the default (1.5 = 6 nodes per second) to something like 2.5 (10 nodes per second), so that players w/ crystal books walking don't trigger the too_fast check. if that doesn't work, we could experiment with changing that value to something super high like 10 (40 nodes per second). my recent experiments show me that spawnit isn't creating any noticeable lag. and so, since spawning actualities aren't what we want them to be, we ought to test whether disabling some of spawnit's anti-lag features improves those, on the assumption that all the other anti-lag features are likely to prevent problems. i'm not sure what to do if that doesn't help. it sounds like i might need some way to prioritize spawning in regions where spawn rates are higher. possibly i could do that by using a priority queue to schedule what to process asynchronously, instead of a FIFO queue. i've already got a pairing heap in futil...
Member

an additional point - while player movement speed might be the biggest issue for spawning things around players in the nether, another is that the lag on the main thread. it seems to also affect other threads, in the sense, that if the ratio of the length of an actual server step to the metered server step length is high, the number of per-mapblock spawn points that spawnit can process also seems to go down. hmmm.,,

an additional point - while player movement speed might be the biggest issue for spawning things around players in the nether, another is that the lag on the main thread. it seems to also affect other threads, in the sense, that if the ratio of the length of an actual server step to the metered server step length is high, the number of per-mapblock spawn points that spawnit can process also seems to go down. hmmm.,,
Sign in to join this conversation.
No Milestone
6 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#6263
No description provided.