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Techguns "Monster Hole" will not spawn mobs defined with InControl #9

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zediious opened this issue Jun 6, 2021 · 2 comments
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@zediious
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zediious commented Jun 6, 2021

This is due to restrictive blocks that they can spawn on, to prevent tree spawns, etc.

https://wiki.mcjty.eu/mods/index.php?title=ControlModsLegacy#Block_Filters

InControl wiki states that you should be able to use a function like;

"block": { "mod": "chisel" },

to point towards all the blocks of a mod. This is not working in practice, and will need to be addressed.

*** Note that any Techguns mob besides the following will spawn in structures with no issues. ***
"techguns:zombiefarmer","techguns:zombieminer","techguns:zombiesoldier","techguns:skeletonsoldier","techguns:bandit","techguns:psychosteve

@zediious zediious added the Bug/Issue Somethin' borked label Jun 6, 2021
@zediious zediious changed the title Techguns "Monster Hole" and other structures do not spawn mobs Techguns "Monster Hole" will not spawn mobs defined with InControl Jun 6, 2021
@zediious
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zediious commented Jun 12, 2021

I have experimented with the "spawner": condition with InControl, but no luck. Ongoing.

@zediious zediious self-assigned this Apr 22, 2022
@zediious zediious added the Requires Testing This issue needs further testing to be resolved label Apr 27, 2022
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I've determined this is caused by the following line from InControl's configurations;

Relevant configuration

It sets a spawn cap for the mobs that are spawned with InControl, as well as the mobs spawned from the Monster Holes. If the mob cap is already reached (it is 99% of the time at the cap), the Monster Hole fails to spawn the Techgun mobs. Work will continue to find a workaround/alternate way to spawn the mobs such that both will still work. If not possible, I may try to replace the Monster Hole's in worldgen with a normal spawner.

@zediious zediious added this to alpha Jun 25, 2024
@zediious zediious moved this to Current Issues in alpha Jun 25, 2024
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