[Modpack] Spawners [spawners]

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burli
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Re: [Mod] Spawners [0.6] [spawners]

by burli » Wed May 18, 2016 14:11

If I enable spawners I get an error message

Code: Select all
ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (436,-373,125) (block (27,-24,7))


If I only enable chests only chests are spawning
 

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Re: [Mod] Spawners [0.6] [spawners]

by burli » Wed May 18, 2016 14:29

Sorry, my fault. But there is another bug. Mobs can spawn in the stone if the spawner is close to a wall

Edit: and you should use mono sounds for positional sound

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Re: [Mod] Spawners [0.6] [spawners]

by SaKeL » Fri Oct 14, 2016 21:58

xeranas wrote:Strange, if I set both SPAWNERS_GENERATE and CHESTS_GENERATE to true it only generates spawners (but no chest).
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SPAWNERS_GENERATE = true
CHESTS_GENERATE = true

If I disable SPAWNERS_GENERATE (by setting it to false) chest generation then works. Tried on 0.4.14 MT.


yes that's true, only 1 works at the time ;)
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Re: [Mod] Spawners [0.6] [spawners]

by SaKeL » Fri Oct 14, 2016 22:11

@burli thanks for letting me know, i will convert the audio to mono. +1
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Re: [Mod] Spawners [0.6] [spawners]

by poikilos » Thu Feb 22, 2018 18:36

Can you test this with 0.5.0-dev? The git version of minetest_game that is required for minetest 0.5.0-dev includes dungeon_loot, which seems to interfere. My settings.txt in spawners/spawners_env is:
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SPAWN_PYRAMIDS = true
SPAWNERS_GENERATE = true
CHESTS_GENERATE = false


but all dungeons have chests but not spawners.
If you use mapgen v7 and the seed "BigIdea" there are clusters of dungeons near:
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/teleport -332,-1483,272

and
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/teleport -531,-1402,-143

Hopefully this will help with your testing in the future.
I am using my WIP subgame ENLIVEN (if you actually install that, keep in mind these coords only work if mg is not installed--though the current version of my installer installs it you can remove it or delete the line from the script at the url)
There is also a large desert where tsm_pyramids does generate a pyramid and spawners does not:
Code: Select all
/teleport 1252,6.5,-847

:edit: now I understand pyramids have been removed from this mod
Last edited by poikilos on Mon Mar 05, 2018 16:26, edited 1 time in total.
 

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Re: [Mod] Spawners [0.6] [spawners]

by SaKeL » Mon Feb 26, 2018 13:08

Seems to be an engine issue since 0.5-dev is still in development https://github.com/minetest/minetest/issues/6590 ..try to use stable version instead
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Re: [Mod] Spawners [0.6] [spawners]

by poikilos » Wed Feb 28, 2018 15:52

SaKeL wrote:Seems to be an engine issue since 0.5-dev is still in development https://github.com/minetest/minetest/issues/6590 ..try to use stable version instead

Thanks for looking into that. Yes, it was working fine on 0.4.16 if I recall correctly. I'll keep an eye on the issue there.
:edit: tsm_chests_dungeon also causes spawners to not generate in 0.4.16 (otherwise they work in 0.4.16)--I'll see if the 0.5.0-dev issue will make spawners work with dungeon_loot (included with minetest_game from 0.5.0-dev, but if disabled allows spawners) and/or tsm_chests_dungeon.
Last edited by poikilos on Wed Feb 28, 2018 21:32, edited 2 times in total.
 

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Re: [Mod] Spawners [0.6] [spawners]

by RSLRedstonier » Wed Feb 28, 2018 16:17

perhaps use a node_on_timer instead of abm to reduce lag
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Re: [Mod] Spawners [0.6] [spawners]

by SaKeL » Wed Feb 28, 2018 16:19

All abm are replaced with timers and lbm in the most recent version on git..lot of performance improvements also...but note that pyramids are not included anymore..you can use the pyramids mod instead
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Re: [Mod] Spawners [0.6] [spawners]

by Stix » Wed Feb 28, 2018 16:57

could you add simple_mobs support? servers still use this mod becuz its so lightweight and support for these servers would be great!
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Re: [Mod] Spawners [0.6] [spawners]

by SaKeL » Wed Feb 28, 2018 17:29

I can give it a look
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Re: [Mod] Spawners [0.6] [spawners]

by poikilos » Fri Mar 02, 2018 13:44

SaKeL wrote:All abm are replaced with timers and lbm in the most recent version on git..lot of performance improvements also...but note that pyramids are not included anymore..you can use the pyramids mod instead

If you make a note of that (and about which pyramid mod you test against--there are 2 major ones: BlockMen's original super old one, and Wuzzy's tsm_pyramids) on your first post and the README.md you'll probably get fewer issue reports.
 

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Re: [Modpack] Spawners [spawners]

by SaKeL » Sun Mar 04, 2018 16:16

UPDATE:
* updated description in the 1st post of this topic: viewtopic.php?f=11&t=13857#p203831
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