#Hamsters can spawn over the void 0_o

1 messages · Page 1 of 1 (latest)

latent grove
#

So I'm working on a chunk by chunk modpack that uses the skyblock-like version where the chunks are out in the open. I've been struggling for a couple days to find out why no passive mobs ever spawn in my world and after finally using a minimap mod (it's meant to be a very vanilla experience) I realized hamsters can spawn (and almost immediately) die over the void. This means my server is almost exclusively spawning nothing but hamsters all the time even though I turned the spawn frequency down to 10, because they are eligible to spawn EVERYWHERE all the time =/

hybrid grove
#

To add to this, they also spawn in bodies of water (oceans, rivers, etc). I will be hundreds of blocks away from land and find them swimming in the water.

latent grove
#

def need a spawnable block condition for grass/snow or something

languid harness
#

Whoaaaaaaa

languid harness
#

I’ll have to look into that because they are not supposed to be able to spawn on anything except this list of blocks

#

Have you noticed if they spawn in oceans and / or the void in a less modded environment? For instance, with just my mod and it’s dependencies?

latent grove
#

Thats a good question... it might have to do with how chunk by chunk hides and spawns blocks.... but no other creatures are spawning in the void... I'll poke around more.

languid harness
hybrid grove
#

For the ocean part, I’m running a pretty big modpack but it doesn’t contain anything that would affect hamster spawning. Unless Regions Unexplored changes something

#

Could they be spawning on the sand at the bottom of the ocean and then floating up?

#

Is there a check that requires those block plus air?

languid harness
#

Regions unexplored changes the biomes, right?

languid harness
#

@latent grove @hybrid grove Which Minecraft version are you both using and which version of this mod are you both using?

hybrid grove
latent grove
languid harness
latent grove
#

Yuuup 😅

languid harness
#

Any chance one of you could load up 1.21 with the same mods and tell me if the same issue happens?

hybrid grove
#

Half the mods in my pack don’t exist on 1.21 yet … but I can send my modlist for you

#

Here are the screenshots of my mod folder! (Pretty sure that I got all of them in there)

languid harness
# hybrid grove Half the mods in my pack don’t exist on 1.21 yet … but I can send my modlist for...

Ahh ok, yeah I wondered about that. Would you be able to load up a 1.21 world with regions unexplored plus my mod and then see if you find them in the oceans?

I could do all this myself but then you’ll have to be waiting longer for a solution, so I figured you might want to do a bit of troubleshooting on your own.

The first thing I would have to do is find out if this problem exists on 1.21.1 also or just 1.20

#

@latent grove - your situation is a bit different. If you could try and re-create yours on 1.21.1 as well, that would be helpful!

hybrid grove
#

Hamster in the water in a freshly loaded chunk on 1.21 with regions unexplored, hamsters, and JEI

#

Also loaded up with just hamsters and JEi (no other mods) on 1.21.1 and found hamsters in water almost immedietly after the chunks loaded in so there was no way that they spawned on the ice and walked into the water.

latent grove
#

Ill.do some trouble shooting later tonight once im home

languid harness
#

This tells me a lot

#

It’s not a 1.20 problem

#

I like your theory that perhaps they are spawning on the ocean floor and floating up. Do you think there was enough time after the chunk loaded in for that to happen?

hybrid grove
#

No, it seems more like they spawn floating. So maybe it registers the sand or gravel and spawns them in the next available vertical air space?

latent grove
#

A friend of mine has been diving into my pack a bit. Some of our issues were coming from Ferrite Core messing with chunk cache which chunk by chunk does weird things with, and some of it was Creative core trying to make creature spawn logic more efficient by eliminating some "unnecessary checks" However since none of those are involoved in the ocean spawning issue above I'll keep you updated on if void hamsters still happen.

languid harness
latent grove
#

Testing now.

#

My friend is the one who understands a lot more than me; he was decompiling and poking in the various mods all evening 😅 But basically we've removed everything he thought was touching potentially related issues, so there should be nothing but Hamsters and Chunk by chunk potentially that effects this now.

So I will let you know how it turns out as soon as we get a definitive answer on things!

languid harness
latent grove
#

OK. can confirm we are still getting Void Hamsters. BUT vanilla mobs are spawning normally even with a hamster weight of 30; so the vanilla mobs not spawning was entirely because of the performance mods (likely creative core)

But yeah, poor little hamhams are still spawning ANYWHERE.

#

This hamster is just outside hte gray platform; it is all deepslate tile bottom slabs anyway.

languid harness
#

Ok I have changed the registration timing of the spawns on Neoforge, and I explicitly prevented spawning in any biom that matches the ocean tags. hopefully that will resolve the void and river and ocean spawning issue

#

Still working on a few other bug fixes before I port down to 1.20 so I don't have the Forge jar yet

languid harness
hybrid grove
languid harness
#

that's why they say "PREVIEW"

hybrid grove
#

It was just JEI & Hamster + dependencies so I'm going to try to do it with a biome mod

hybrid grove
# languid harness awesome!

It was working great with Regions unexplored too, but I did notice an overall decrease in hamster spawns in regular areas too (on both worlds). I don't know if that's intentional, but I do feel like it's more balanced this way

#

Cause it did feel like they overspawned before

languid harness
#

Maybe you had the spawn weight turned up before? Or maybe you have it turned down now?