Striders no longer spawn on master #4029

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opened 2023-11-25 21:36:15 +01:00 by Bakawun · 7 comments
Member

MineClone2 version: master

What happened?

Striders no longer spawn in the nether lava since commit 11e3674926

By editing line 86da47b922/mods/ENTITIES/mcl_mobs/spawning.lua (L733) to local art_light = 1 strider's spawn again.
Changing the nether_threshold value did not have the same effect, striders still didn't spawn

What should happen:

Strider's should spawn on lava

Steps to reproduce

Go to a lava pool in the nether and see the lack of striders spawning.
Personally noticed this issue while working on spawning randomization and seeing in my logs that striders never were able to spawn

MineClone2 version: master ### What happened? Striders no longer spawn in the nether lava since commit 11e3674926 By editing line https://git.minetest.land/MineClone2/MineClone2/src/commit/86da47b922df22fd36e1121ea8e1d2fb3e6c8dfc/mods/ENTITIES/mcl_mobs/spawning.lua#L733 to local art_light = 1 strider's spawn again. Changing the nether_threshold value did not have the same effect, striders still didn't spawn ### What should happen: Strider's should spawn on lava ### Steps to reproduce Go to a lava pool in the nether and see the lack of striders spawning. Personally noticed this issue while working on spawning randomization and seeing in my logs that striders never were able to spawn
Bakawun added the
bug
unconfirmed
labels 2023-11-25 21:36:15 +01:00

@Codiac

@Codiac
the-real-herowl added the
#P2: HIGH
mobs
labels 2023-11-25 22:00:02 +01:00
the-real-herowl added this to the 1 - Now milestone 2023-11-25 22:00:22 +01:00
Contributor

I think the fix here is to handle passive mobs differently than hostile mobs.

The wiki isn't clear, but I think passive mobs have basically the same rules in all dimensions.

I think the fix here is to handle passive mobs differently than hostile mobs. The wiki isn't clear, but I think passive mobs have basically the same rules in all dimensions.
Member

I think the fix here is to handle passive mobs differently than hostile mobs.

The wiki isn't clear, but I think passive mobs have basically the same rules in all dimensions.

You may have to look at both Spawning (passives section) and the individual mob. The lighting changes, iirc, were only for hostiles. So, a lot of passives will have specific conditions (as far as light levels) in order to spawn.

But, striders specifically, would need to be able to spawn in light levels 1+ as lava has a higher light level. (I think its 4? not sure.)

> I think the fix here is to handle passive mobs differently than hostile mobs. > > The wiki isn't clear, but I think passive mobs have basically the same rules in all dimensions. You may have to look at both Spawning (passives section) and the individual mob. The lighting changes, iirc, were only for hostiles. So, a lot of passives will have specific conditions (as far as light levels) in order to spawn. But, striders specifically, would need to be able to spawn in light levels 1+ as lava has a higher light level. (I think its 4? not sure.)
Contributor

You may have to look at both Spawning (passives section) and the individual mob. The lighting changes, iirc, were only for hostiles. So, a lot of passives will have specific conditions (as far as light levels) in order to spawn.

But, striders specifically, would need to be able to spawn in light levels 1+ as lava has a higher light level. (I think its 4? not sure.)

The "normal" passive rules work for striders, the problem was that check was only being done in the overworld.

I cleaned up the code so it now works and should be easier to add an override for passive mobs that don't use the standard rules.

> You may have to look at both Spawning (passives section) and the individual mob. The lighting changes, iirc, were only for hostiles. So, a lot of passives will have specific conditions (as far as light levels) in order to spawn. > > But, striders specifically, would need to be able to spawn in light levels 1+ as lava has a higher light level. (I think its 4? not sure.) The "normal" passive rules work for striders, the problem was that check was only being done in the overworld. I cleaned up the code so it now works and should be easier to add an override for passive mobs that don't use the standard rules.

Thanks for picking this up, @Codiac.

Did we test endermen in the end? I'm not 100% sure if they were under the peaceful spawn cap or not. Might be a useful test case to validate.

Thanks for picking this up, @Codiac. Did we test endermen in the end? I'm not 100% sure if they were under the peaceful spawn cap or not. Might be a useful test case to validate.
Contributor

Did we test endermen in the end? I'm not 100% sure if they were under the peaceful spawn cap or not. Might be a useful test case to validate.

My bad, using confusing language. The light check doesn't look at spawn_class, it looks at type.

Endermen are monsters and use the monster rules for light checks. So they were working, and still do.

> Did we test endermen in the end? I'm not 100% sure if they were under the peaceful spawn cap or not. Might be a useful test case to validate. My bad, using confusing language. The light check doesn't look at ```spawn_class```, it looks at ```type```. Endermen are ```monsters``` and use the monster rules for light checks. So they were working, and still do.

Appreciate the clarification.

Appreciate the clarification.
Codiac removed the
unconfirmed
label 2023-11-26 10:00:09 +01:00
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Reference: VoxeLibre/VoxeLibre#4029
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