||| Abandoned because in 1.18 it is already done by the game |||
Forked from LambdaCraft and updated to 1.16.5
"This mod is intended to distribute mobs evenly between all players on a fabric modloaded server."
How it works:
- modifies spawn logic to count chunks (and mobs in them) in a (square) radius around the player and account for chunks shared between the players
- radius to account is based on (server) render distance (like mob caps in vanilla)
- in the end each player has their own mob cap which applies to chunks around that player. (the most full one is applied in case of overlap)
[This means if two players are relatively close to each other**, they can either have 70* mobs in the area between them, or 70* mobs each if no mobs are between them. Though, usually, it will be 70*•1,5**=105 mobs, as intended by vanilla.]
*default monster mobcap, can be changed
**~1 server render distance; n_chunks_loaded_by_these_playres/(SRD•2+1)²
Works with Proper Mobcap Modifier (by me)
I did some tests, it seems to me that yes, but it's strange, I didn't hear anyone talking about it (1.18 per player mob cap)
In reply to synnlaim:
I was shocked when scicraft people were discussing the "new" subchunk-equal mechanic, but then mango said it was cancelled and now mobcaps are player-based. That is literally all I heard about them.
Then, after a lot of people asked to update, I tried, but stumbled on the code that already does that.
In reply to vlad2305m:
I have tested it on 1.18.1, which is very strange. When the number of players increases, mobcaps also increases. But it is still not evenly distributed. I still need to rely on your mod, so please update it to 1.18.1!
Great mod! Will this be updated for 1.18.1?
In reply to kalzyn:
Does it not work without the mod?
1.18.1 please
Please update to 1.17.1. Because although 1.17 is compatible with 1.17.1, I use the Curseforge application to create my personal modpack and Curseforge can't find the mod so I have to add the mod manually as well as the dependencies (Cloth-config, ...) and I don't know which version of which dependency I should add. And this can cause bigger problems later. I use code to deploy my mods from curseforge.com
In reply to anchilib:
Tagged 1.17.1. Dependencies are supposed to be back-compatible.
In reply to vlad2305m:
Yes its available on curseforge thanks man and for the work too
Does this mod change the spawn radius of 128 block?
In reply to Jay6Ccl:
No, "Proper Mobcap Modifier" does, and it is called "despawn sphere" as it has nothing to do with spawning.
thank you for saving my server :)
hey! is there a way to make it work only with mobs? i'm getting massive lag because of animal spawns
In reply to elhertz:
Also sometimes it feels like it doesn't work? monsters are not spawning for some players like the default minecraft mobcap.
What do you mean when you say "Works with Proper Mobcap Modifier" ?
In reply to elhertz:
It doesn't work if you change mobcaps via spawncontrol or carpet.
In reply to vlad2305m:
I don't understand whats the use of having "Proper Mobcap Modifier" also installed with this mod and why is it compatible.
Does "Proper Mobcap Modifier" set the mobcap that this mod sets per player? Thanks
In reply to elhertz:
Yes, and it is rather about why everything else is incompatible. Minecraft stores per-player caps initially anyways, but a workaround is needed to modify them directly because there is no such function in modding library. Therefore most of the mods just mess with them after they have been retrieved inside spawn logic, and that causes conflicts.
As a bonus, both mods work not only with monsters, but with any spawn category, like fish, bats, animals, or glow squids (see pictures under mobcap modifier).
In reply to vlad2305m:
Wow that's amazing! you should add that info in the description!
Thanks.
Hi I'm using the mod in 1.16.5, and I'm asking if it is possible to add a feature that adds a hard mob cap limit in case we have too many players scattered. This happened to us when our server started exploring the End dimension, and we were struggling with so much lag since everyone had so many hostile mobs around them (since they were scattered, there was practically no shared chunks between the players).