FatherToast / SpecialMobs

Adds variants to the vanilla mobs to make them more interesting and challenging.
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Mobs not spawning #52

Open IdkWhatNameThingyToPut opened 6 days ago

IdkWhatNameThingyToPut commented 6 days ago

Hi I'm really struggling to get mobs to spawn with this mod and just so you know what's going on I'm trying to have the "specialvariants" or the like different/modded ones from this mod spawn only, so no vanilla type ones and stuff.

I've think I've tried everything and need some help I can't tell if this is a bug or a glitch or maybe my config is wrong

I tried changing the "D:_special_chance" to 1.0 thinking that would be enough to only have the different types of mobs spawning instead of vanilla type ones and I think it didn't really work

"B:_replace_vanilla: is set to true

"S:_special_chance_exceptions" also has the overworld, nether and end listed in it

I'm curious now about this type of stuff in the config files, I can see it's left empty and I saw there was heaps of different types of them empty S:lightning_weight_exceptions <

But even with the overworld, nether and end listed in "lightning_weight_exceptions" and heaps of the others like it through the config nothing seems to have changed.

It feels like I'm running around in peaceful mode at night time I can't remember the last time I saw a mob spawn from this mod :( Really hoping this can get fixed and sorted out I really wanna use this mod and I think it's amazing af I have gotten to see some of the mobs with its default config but there was a lot of vanilla type ones spawning and I really just want the cool different types that this mod adds spawning if that makes sense, but I've been struggling to get that working.

I'm going to attach to 2 different config files (don't worry about them being named differently or them being .txt files I just did that so I can upload them to this post because I think it wasn't letting me), one is with the overworld, nether and end added to the "lightning_weight_exceptions" type lists through the config file and one is still with some changes I think but without that stuff I'm not sure which is one is right if any of them are but please help if you can ahahah.

Anyway sorry I didn't mean to be rude or anything I think the mods amazing and I'm really hoping to get this fixed

Special_Mobs.cfg.txt Special_Mobs.txt

Also this is the modlist of mods that I was testing with that I dumped with the TellMe mod mod-list_2024-10-13_15.17.08.txt

Also sorry I forgot to mention because I got carried away typing but um this is happening on modded minecraft 1.12.2

IdkWhatNameThingyToPut commented 6 days ago

Quick update I tested this in a smaller testing modpack and the config that I attached with the "cfg.txt" is working fine (the other one I attached probably does too) and so now I think this is some sort of mod compatibility issue because on my other modpack it is straight up like peaceful mode with no mobs spawning from SpecialMobs mod but there is other mobs spawning from other mods.

Here is the modlist from the testing modpack where SpecialMobs is working fine: mod-list_2024-10-13_16.51.23.txt

So I think it means somewhere in the original modlist I posted (still wouldn't completely rule out the modlist it's working in maybe) something is probably stopping mobs from spawning like completely from this mod.

IdkWhatNameThingyToPut commented 6 days ago

I think it's AncientSpellcraft. I saw a post about it on reddit (https://www.reddit.com/r/feedthebeast/comments/1dwy700/1122_vanilla_mobs_not_spawning/) so then I was like hmm well that is in my modpack so let me try it ahahah and yeah the mobs from SpecialMobs have stopped spawning completely. Which really sucks like damn both SpecialMobs and AncientSpellcraft such good mods wish they would both work together :(

IdkWhatNameThingyToPut commented 6 days ago

I made a issue thingy on Ancient Spellcraft's github to let them know about this too https://github.com/WinDanesz/AncientSpellcraft/issues/270

Really hoping yous can get this fixed