Quarris / RebirthOfTheMobs

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cooldownRange not applying correctly in S:"Summon Spawns" < #13

Closed SSenZ0 closed 3 years ago

SSenZ0 commented 3 years ago

version

ROTM 1.1.3

Behavior

As soon as a mob reaches it's set HP value to spawn minions it will spawn it's minions over and over again as soon as it took damage which looks like this after about 2 seconds

image

Expected Behavior

Golem should spawn 4-6 Blazed on 89% Health every 8-12 Seconds.

config line

battletowers:golem;minecraft:blaze;89;4-6;8-12;false;false;10;false;true;true;{CustomName:"§cAncient Defender"}

other mods

custom modpack called sayva, modlist can be found below MODLIST

Quarris commented 3 years ago

Does this happen if you put a different master entity in? Are you able to test this config with just the battletowers mod to see if the issue persist?

SSenZ0 commented 3 years ago

Does this happen if you put a different master entity in? Are you able to test this config with just the battletowers mod to see if the issue persist?

also happens to our wither, so it's not battletower related.

Quarris commented 3 years ago

Could you tell me the mod which adds the variations for mobs?

SSenZ0 commented 3 years ago

Could you tell me the mod which adds the variations for mobs?

Special Mobs, and Primitive Mobs

Quarris commented 3 years ago

Good news: I have figured out the issue. Bad News: I have no clue how to fix it.

As far as I can see, it's an issue with how Special Mobs is replacing the entities spawned, with their own entities. Basically they cancel the default spawning mechanics, which my mod captures it as a failed spawn. This therefore does not start the cooldown, which is why you see them spawn constantly. Then SpecialMobs respawns the mob, which I cannot detect directly, and therefore that mob doesnt get counted my my Spawn Summons capability.

I will try to figure this out but you may want to escalate this with the Special Mobs dev to see if they can do something on their side and link them this so they can see the explanation

SSenZ0 commented 3 years ago

Good news: I have figured out the issue. Bad News: I have no clue how to fix it.

As far as I can see, it's an issue with how Special Mobs is replacing the entities spawned, with their own entities. Basically they cancel the default spawning mechanics, which my mod captures it as a failed spawn. This therefore does not start the cooldown, which is why you see them spawn constantly. Then SpecialMobs respawns the mob, which I cannot detect directly, and therefore that mob doesnt get counted my my Spawn Summons capability.

I will try to figure this out but you may want to escalate this with the Special Mobs dev to see if they can do something on their side and link them this so they can see the explanation

Alrighty, thank you very much, tho i doubt that i will be able to get in contact with the dev, he has been inactive for a whole year now unfortunately.

Quarris commented 3 years ago

I fixed the issue, as far as I am aware at least, the new version should be out on curseforge

SSenZ0 commented 3 years ago

I fixed the issue, as far as I am aware at least, the new version should be out on curseforge

You are a LEGEND!

democat3457 commented 3 years ago

also also the dev is actually relatively active, you can check out his discord (and he actually just now released a new bugfix version of special mobs https://www.curseforge.com/minecraft/mc-mods/special-mobs/files/3319827)

Quarris commented 3 years ago

Wait, this is actually bad for me. That latest update breaks my fix for the issue. @SSenZ0 can you test v1.0.3 of special mobs to see how it handles?

democat3457 commented 3 years ago

😳

Quarris commented 3 years ago

Okay v1.0.4 of special mobs seem to have refixed the issue