Zarius / Bukkit-OtherBlocks

OtherBlocks (now known as OtherDrops) plugin for Bukkit (dev build: https://www.mediafire.com/?i6ows1g6kus2o0l)
http://dev.bukkit.org/server-mods/otherdrops/
GNU General Public License v3.0
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Mobspawn trigger allowing dropping mobs sometimes #224

Closed CultistO closed 11 years ago

CultistO commented 11 years ago

The following configs drops both a skeleton and a zombie.. sometimes ANY:

I can't seem to figure out what the conditions are for a successful spawn, but the successes seem to clump together.

I understand that it's not dropping mobs to prevent recursive mob ridiculousness, but it's the inconsistency.

charlie1990 commented 11 years ago

Use curly brackets, normal brackets tell Otherdrops to drop everything inside the brackets.

so drop: {ZOMBIE, SKELETON}

Zarius commented 11 years ago

Hmm, sounds like a bug. If the code is getting to the stage of stopping one of the mobs then it should always drop both, unless Bukkit is stopping the spawn for some reason. I'll test it out myself later.

(The check to avoid recursion is before any other condition or action, so if it fails there should be no drops, messages, etc) On 17/04/2013 5:13 AM, "CultistO" notifications@github.com wrote:

The following configs drops both a skeleton and a zombie.. sometimes ANY:

  • trigger: MOBSPAWN spawnedby: SPAWNER_EGG drop: [ZOMBIE, SKELETON]

I can't seem to figure out what the conditions are for a successful spawn, but the successes seem to clump together.

I understand that it's not dropping mobs to prevent recursive mob ridiculousness, but it's the inconsistency.

— Reply to this email directly or view it on GitHubhttps://github.com/Zarius/Bukkit-OtherBlocks/issues/224 .

Zarius commented 11 years ago

Actually - I wrote that a little wrong. Whilst the code for avoiding recursion is before any actions/conditions the check for mob limit (required, otherwise you could end up with 1000's of mobs) is just before an individual mob spawn so entirely possible that if you've hit the limit you can get messages/actions and maybe one out of the two mobs spawning.

It worked every time for me until I hit the limit. I might bump the limit up a little (say 300) for the default setting.

Only way I can think of to fix the situation is if Bukkit considers all mobs (including custom spawns) before naturally spawning a mob.

CultistO commented 11 years ago

Sorry, I think there was some confusion about my meaning. I meant that sometimes both are spawning, and sometimes neither are spawning. I don't know that I have observed one without the other. Usually it would spawn neither, but the odd time it would spawn both, usually the occasions where both spawn would clump together in time

@charlie1990 It's not that I want only one to spawn, it's that I want both to spawn every time, but sometimes neither spawn, wasting the egg

Zarius commented 11 years ago

Yeah, I wasn't sure which way you meant but still the same issue - mob limits. Try using /killall first and you should see that they always succeed until you hit the limit. On 19/04/2013 3:27 AM, "CultistO" notifications@github.com wrote:

Sorry, I think there was some confusion about my meaning. I meant that sometimes both are spawning, and sometimes neither are spawning. I don't know that I have observed one without the other. Usually it would spawn neither, but the odd time it would spawn both, usually the occasions where both spawn would clump together in time

— Reply to this email directly or view it on GitHubhttps://github.com/Zarius/Bukkit-OtherBlocks/issues/224#issuecomment-16590571 .

Zarius commented 11 years ago

I've changed some stuff to do with the protection & limits in the latest version. Please try again with the latest beta.

I'll close the issue but feel free to open a new issue if the problem persists.