Too many horses! D:

Discussion in 'Support' started by Cocoa, Sep 5, 2018.

  1. Cocoa

    Cocoa New Member

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    I added custom mobs, which are horses, to replace the normal horses, which drop player heads, rarely.

    Since doing so, it seems like the majority of the mobs that spawn are just horses. Everywhere! Even in snowy tundras! It's an insane number of them. If I log off, and log back on, in a region, most of them despawn, but some don't, and it just happens again if I go to a new chunk.

    It's extra confusing because it only does this on my live server, not on my test server. These work fine on the test server.

    What is happening, and how do I fix it? :(

    https://i.imgur.com/nUm9UbV.png

    Omanoctoa very nicely helped me make the drops work, when I had trouble. Here's what I have:

    Code:
    HORSEBLACK:
      Type: horse
      Display: Potato
      Drops:
      - HorseBlack 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: BLACK
    HORSEBROWN:
      Type: horse
      Display: Potato
      Drops:
      - HorseBrown 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: BROWN
    HORSECHESTNUT:
      Type: horse
      Display: Potato
      Drops:
      - HorseChestnut 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: CHESTNUT
    HORSECREAMY:
      Type: horse
      Display: Potato
      Drops:
      - HorseCreamy 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: Creamy
    HORSEGRAY:
      Type: horse
      Display: Potato
      Drops:
      - HorseGray 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: Gray
    HORSEDARKBROWN:
      Type: horse
      Display: Potato
      Drops:
      - HorseDark_Brown 1 1
      Options:
        PreventOtherDrops: false
        HorseColor: Dark_Brown

    Code:
    RANDOMHORSEBLACK:
      MobType: HORSEBLACK
      Worlds: world
      Action: replace
      Conditions:
      - outside true
    RANDOMHORSEBROWN:
      MobType: HORSEBROWN
      Worlds: world
      Action: replace
      Conditions:
      - outside true
    RANDOMHORSECHESTNUT:
      MobType: HORSECHESTNUT
      Worlds: world
      Action: replace
      Conditions:
      - outside true
    RANDOMHORSECREAMY:
      MobType: HORSECREAMY
      Worlds: world
      Action: replace
      Conditions:
      - outside true
    RANDOMHORSEGRAY:
      MobType: HORSEGRAY
      Worlds: world
      Action: replace
      Conditions:
      - outside true
    RANDOMHORSEDARKBROWN:
      MobType: HORSEDARKBROWN
      Worlds: world
      Conditions:
      - outside true
    

    Code:
    HorseBlack:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNjRiN2ZjNWY3YTlkZGZkZDFhYTc5MzE3NDEwZmMxOTI5ZjkxYmRkZjk4NTg1OTM4YTJhNTYxOTlhNjMzY2MifX19
    HorseBrown:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmVkZjczZWExMmNlNmJkOTBhNGFlOWE4ZDE1MDk2NzQ5Y2ZlOTE4MjMwZGM4MjliMjU4MWQyMjNiMWEyYTgifX19
    HorseChestnut:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjY2YjJiMzJkMzE1MzljNzM4M2Q5MjNiYWU0ZmFhZjY1ZGE2NzE1Y2Q1MjZjMzVkMmU0ZTY4MjVkYTExZmIifX19
    HorseCreamy:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNjI4ZDFhYjRiZTFlMjhiN2I0NjFmZGVhNDYzODFhYzM2M2E3ZTVjMzU5MWM5ZTVkMjY4M2ZiZTFlYzlmY2QzIn19fQ==
    HorseDark_Brown:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMjY2MWYyM2ZiNzY2MjRmZmJhYmJkYTMxY2E0YTM4YjQwNGZlNjNlZjM3ZDRiYTRlNGM1NDQxYTIxZTNhNiJ9fX0=
    HorseGray:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDY2NzZjNGQ2ZjBmNWVkNjA2YTM1NmYzY2M1YTI5ZDE0YWFmZTY1NzIxYmExYTFhOTVjNWFjNGM1ZTIzOWU1In19fQ==
    HorseWhite:
      Id: 397
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNjBhMmRiMmYxZWI5M2U1OTc4ZDJkYzkxYTc0ZGY0M2Q3Yjc1ZDllYzBlNjk0ZmQ3ZjJhNjUyZmJkMTUifX19
    
     
    #1
    Last edited: Sep 6, 2018
  2. Omanoctoa

    Omanoctoa Active Member
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    Perhaps try lowing the chance of the horses spawning. Not all of them would drop heads then, but the heads drop by chance anyways so that's not a problem. I'm curious, are there other passive mobs spawning around them like Cows or Rabbits, or just horses?
     
    #2
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  3. Cocoa

    Cocoa New Member

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    Thanks Omanoctoa!

    Yes, other mobs did spawn, sort of. I should have gotten a picture of the really egregious proliferation of horses. There were tons of black horses, and then a spattering of white rabbits, in a snowy tundra. I have mob spawns on hard and increased spawns, so there's normally a lot of mobs, but it doesn't usually look like that. Normally it's just 4-5 horses in a small group and maybe 2 groups in a plains biome. With this weird bug, it's pretty much just horses, a small scattering of other friendlies, and then no enemy mobs!

    Anyway, I changed the horse head drop chance to 1 and then changed the spawn chance to 0.9. I'm going to give it a few days before I confirm that it is better, because last time it didn't go nuts right away, but it looks better, after 10 minutes of flying around in survival mode. I am not sure if it's still dropping heads, yet, but I'll do more hunting when I have time, later, or maybe just name the mob something cute, and leave it.
     
    #3
  4. Omanoctoa

    Omanoctoa Active Member
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    What I'm wondering if it was trying to override not just all the spawning horses, but also telling it to spawn a horse with every spawn attempt, rather than only when a spawn was successful.
     
    #4
  5. Cocoa

    Cocoa New Member

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    I did not forget, it's just broken again, and I was just hoping to fix the issue, and post the solution.

    I attempted to change some things in the MythicMobs config file, but it didn't help.
    [​IMG]
    A few seconds later...
    [​IMG]

    All of those are labeled, "Potato," to indicate it's a MM. There's *one* which is not labeled, and if I log off, the labeled one will disappear, the unlabeled one will not disappear, and then they all start spawning all over again. That's not even all the horses!

    I am really disappointed, since I thought adding an item as a drop to an existing mob was the most basic MythicMobs function. It's weird because the Skeleton King and the Skeleton Knight, which come with the example configs, appear to work fine, but not my horses. o_O

    Code:
    RANDOMHORSEBLACK:
      MobType: HORSEBLACK
      Worlds: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    RANDOMHORSEBROWN:
      MobType: HORSEBROWN
      Biome Bundles: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    RANDOMHORSECHESTNUT:
      MobType: HORSECHESTNUT
      Worlds: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    RANDOMHORSECREAMY:
      MobType: HORSECREAMY
      Worlds: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    RANDOMHORSEGRAY:
      MobType: HORSEGRAY
      Worlds: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    RANDOMHORSEDARKBROWN:
      MobType: HORSEDARKBROWN
      Worlds: Biome Bundle
      Chance: 0.05
      Priority: 1
      Action: replace
    
     
    #5
    Last edited: Sep 12, 2018
  6. Omanoctoa

    Omanoctoa Active Member
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    If this is only in water you can add a spawning condition for onBlock{t=stationary_water,lily_pad} false to prevent water-based horse spawns. If not, I am running out of ideas as to why it is happening.

    Out of curiosity, are they spawning individually or in groups?
     
    #6
  7. Cocoa

    Cocoa New Member

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    I thought about that, too, but it isn't only in water. I did have conditions set like, only day, only plains, blah blah. Doesn't seem to make any difference.

    They spawn in groups, almost like normal, at first, and then if you wander around the chunks they keep spawning on top of other horses. Almost like it's duplicating existing horses.
     
    #7
  8. Omanoctoa

    Omanoctoa Active Member
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    That's what I expected. I think it is looking at all the potential spawn locations and then for some reason forcing the horses to spawn there regardless of conditions or rules. It is treating all potential spawn points as valid and spawning the horses in.

    The only thing I can think of is rebuild the horse spawn randomspawns.yml using the SkeletonKing or some other randomspawn that works, as a template.

    I did notice 2 things, however.
    First, the Brown Horse has an error. Where Worlds: should be it says...
    Code:
      Biome Bundles: Biome Bundle
    Second, your Worlds: condition calls a world named "Biome Bundle". Using spaces in world names can cause a number of plugins to have issues with reading the world in a config. I'm assuming you can't change the name to BiomeBundle, so you may need to find a worldaround. I've used the Biome Bundle world myself and the first thing I did before generating it was change the name in the configs and the world folder to BiomeBundle. Spaces are trouble.

    I suggest using Worlds Biome_Bundle and see if that works, but I'm not sure if it will recognize it.
     
    #8
    Cocoa likes this.
  9. Cocoa

    Cocoa New Member

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    I don't think the name "Biome Bundle" is the issue. I can't change it, or do anything to it. I wouldn't have named it that, had I had a choice; I don't use spaces in naming schemes, normally. I did try the underscore, in the beginning, however. It doesn't work at all. I'm maintaining this server, as an admin, for someone else. The world name creates no issues with the Skeletons so I don't see why it would in this case. We can't just change the name, either. The world has been live for about 9 months, so it's not like this is a fresh server I can just regenerate.

    As for the Horse error, yeah I just quick-pasted it after I had been doing edits for days. I probably should have made sure I copied the working one, but I've changed things repeatedly, and grabbed the most recent one out of my Atom editor. It works on my test server, just fine; with the error-free version. It does not work on my live server. That's why I'm so confused.

    I also already used skeletonKing as a template to write it. I also previously had everything in the same .yml as the skeletons, and I had the same issue, yet skeletons work fine.

    Just for posterity - config for Skeletons:
    Code:
    RandomSkeletonKing:
      MobType: SkeletonKing
      Worlds: Biome Bundle_nether
      Chance: 0.025
      Priority: 1
      Action: replace
      Conditions:
      - outside true
    RandomSkeletalKnight:
      MobType: SkeletalKnight
      Worlds: Biome Bundle_nether
      Chance: 0.1
      Priority: 1
      Action: add
    
    Code:
    SkeletalKnight:
      Type: WITHER_SKELETON
      Display: '&2Skeletal Knight'
      Health: 40
      Damage: 8
      Drops:
      - gold_nugget 2 0.5
      DropsPerLevel:
      - gold_nugget 1 0.5
      LevelModifiers:
      - health 5
      - damage 0.5
      Options:
        MovementSpeed: 0.1
    
    These work fine and don't seem any more complex :(

    At this point, I think I'll just give up on it and focus on 1.13. I get to make a fresh slate for it, and perhaps there's a plugin he had originally put in that is conflicting. I was only working on this as a surprise, fun addition, for the server, so it's not a requirement.

    Thanks for trying to help me!
     
    #9
  10. Omanoctoa

    Omanoctoa Active Member
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    No problem! Sorry I wasn't able to help more. I didn't figure the world name would make much difference, I just remember some plugins have issues with spaces in commands. I tried :D

    The only other thing I can think of, if it is not another plugin conflicting, is there is another mob interfering with Horse generation/spawning.
     
    #10
  11. Cocoa

    Cocoa New Member

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    If there is, I really don't know what that would be. I only made the horses, and the skeletons are just set to spawn in the Nether. :confused: There aren't any other plugins that alter mobs in any way.

    I'll be testing MM for 1.13 and try again then. I'll probably just post working config here if I ever get it to function.
     
    #11
  12. Omanoctoa

    Omanoctoa Active Member
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    Let me know if you do. Maybe it was just a spawning bug that was fixed in a later release? Are both servers using the same version?
     
    #12

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