Closed AMRH2000 closed 1 year ago
Also finding land mobs (rhino's, bears, boars, etc.) on the water in rivers too. Definitely unnatural, how frequent this is.
Ive also noticed a mass amout of untammed wild mobs in the water and odd water swimming behaviour. the manatee does a tight spin at times going up and down in the water. the cat was running in place in the water. sleeping boars in water.
MOD LIST: [dynamiclightsreforged, aether_enhanced_extinguishing, supermartijn642configlib, betterwitchhuts, geckolib, deepslatecutting_forge, aether, illagerinvasion, betteroceanmonuments, sophisticatedcore, rubidium, sodium, nyfsquiver, gpumemleakfix, insanelib, xaeroworldmap, modernfix, citadel, alexsmobs, netherite_horse_armor, yungsapi, mixinextras, bookshelf, sophisticatedbackpacks, twigs, sweetberryfoods, lost_aether_content, swampier_swamps, shieldexp, betterfortresses, cloth_config, dragonmounts, leavesbegone, twilightforest, growthcraft, growthcraft_apiary, growthcraft_apples, growthcraft_bamboo, growthcraft_cellar, growthcraft_milk, growthcraft_rice, structure_gel, industrialforegoing, farmersdelight, amplifiednether, tempad, ambientsounds, jearchaeology, getittogetherdrops, endersdelight, endrem, supermartijn642corelib, resourcefulconfig, pamhc2foodextended, better_berries, curios, patchouli, cobble_tostoneviceversa_mr, collective, spyglass_improvements, horse_colors, elevatorid, bedrockplus, betterstrongholds, buildersaddition, resourcefullib, cumulus_menus, fennecfox, twilightdelight, inventoryprofilesnext, deeperdarker, architectury, doapi, terraform, vinery, dynamictrim, justhammers, allthetrims, cupboard, betterendisland, enhancedai, nitrogen_internals, rubidium_extra, l2library, deep_aether, chickensshed, letmedespawn, disenchanting, bettermineshafts, yeetusexperimentus, shulkerboxtooltip, scaffoldingdropsnearby, betterjungletemples, betteradvancements, fallingtrees, waterdripsound, insects_recrafted, puffish_skills, puzzlesapi, tameablebeasts, pamhc2trees, mutantmonsters, rechiseled, easymagic, jei, visualworkbench, callablehorses, mekanism, mekanismgenerators, mekanismtools, stoneworks, enlightened_end, easyelytratakeoff, clumps, comforts, naturescompass, untamedwilds, aethersteel, better_berries_plus, bagofholding, everycomp, betterdeserttemples, catalogue, terralith, packingtape, fusion, mythicmounts, puzzlesaccessapi, forge, travelerstitles, toofast, ironchest, nyfsspiders, minecraft, voicechat, trade_cycling, libipn, terrablender, biomesoplenty, moonlight, titanium, immersiveengineering, mixinsquared, jade, pamhc2crops, firstpersonmod, creativecore, spectrelib, domum_ornamentum, aeroblender, kotlinforforge, flywheel, create, brutalbosses, xaerominimap, pamhc2foodcore, gravestone, croptopia, experienceobelisk, polymorph, storagedrawers, canary, brutes_dropscraps_mr, fps, bettertridents, appleskin, ferritecore, biomemusic, puzzleslib, aquaculture, friendlyfire, wwoo, musicmanager, createaddition, cristellib]
About mobs spawning in water, there is a config option "blockSpawnsInWater" that was added in the latest 1.20 version. Not going to change the default behavior, however
About shitty pathfinding in Water, 1.20 broke something about swimming, so mobs can't trigger their AI properly, which I am on the process of fixing
Mob spawning with blockSpawnsInWater is fixed for now but the bears spawn in the cave, do you have a solution for that?
Mobs spawn in the sea 1.20.1 untamedwilds-1.20.1-4.0.4 forge 47.1.3 citadel-2.4.4-1.20.1