middle-earth-spawn-balance-1.1.0.jar
Curse Maven Snippet
What's new
v1.1.0 - Ready for Middle-earth 1.0.1
Requires Middle-earth 1.0.1. That release rebuilt the NPC system underneath this mod, so v1.0.0 will not work with it and this one will not work with 1.0.0. Update both together.
Rebuilt for 1.0.1
- Ported to the new NPC model. Middle-earth split its old NPC data in two and made the biome spawn tables private; everything this mod reads was moved with it. One quiet break is worth naming: a single parameter of the settlement population hook narrowed from
WorldtoServerWorld, and because mixins here fail silently by design, settlements would have gone back to one resident with nothing in the log to say so. - A contract test against the base mod. Every symbol this mod borrows is now checked against the jar it builds on, in about a second and without launching the game, with the failure naming the new signature. The next Middle-earth release cannot break this mod quietly.
Lore density restored
- Middle-earth's own per-type crowding caps no longer hold this mod's wanderers back. 1.0.1 allows three of a kind within 256 blocks, applied where it decides who an arrival becomes - which is a call this mod has to make. Measured, Gorgoroth sat at thirteen against a lore figure of twenty-eight while Lothlórien, whose data carries no caps, climbed to eighteen: an elven wood busier than Mordor. Gorgoroth now reaches thirty-four, with twelve snagas, ten scouts, six warriors and a couple of veterans instead of three of everything. The base mod's own spawning keeps all its caps.
The base mod's spawn conditions, one switch each
1.0.1 writes real conditions into its biome tables - light bounds, night-only entries, sky and underground, height, clearance from settlements, room to stand in, and crowding caps. All seven are settings now, separately, because they pull in different directions.
- Four are on: sky and underground, height, room to stand, settlement clearance. They decide where somebody may appear, not how many.
- Three are off, each for a measured reason printed in its tooltip: crowding caps (Gorgoroth 8 instead of 28), night-only (bandit country empty at noon instead of seventeen), and the entry light bounds (they read sky light, so under an open sky no bandit can ever appear by day - the very rule this mod replaced on purpose).
Also
- Silencing Middle-earth's own NPC spawner is now a setting rather than a hard-coded override, reversible from the game if a later release ever gives that spawner something to do.
- Defaults are the numbers from real play rather than neutral ones: nights three times as crowded, settlements at one and a half. Installing an update no longer resets a tuned server back to something nobody chose.
- Honest tests. The survey caught itself lying four separate ways this release, and each is fixed: settlement checks now count residents per building instead of summing a whole village, arrivals are identified by a second source when the first is not ready yet, mixin checks ask by calling rather than by guessing at names, and a scenario that tidies up after itself puts back what it found instead of a number it remembered.
Built for Minecraft 1.21.8 · Fabric · requires Fabric API and the Middle-earth mod.
This mod has no additional files