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Lonely Knight - Crazy Spawn rates, and cant turn them off. Cusing TPS Lag over time. #6
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Hi thank you so much for the detailed post it helps a lot. Just one question what version of my mod do you play with since I think there one time was a small version with this bug. |
If it isn’t a problem with the version you could join the discord since it’s a lot easier for bigger problems (which this is) |
Sorry for the late response! As of right now, i am using v2.5.0 for Fabric-1.20.1 on both my clients and server. Runnin create v0.5.1j. Send over a new invite link 👍 |
Sorry for all the problems on modrinth. I have tried to figure out what’s causing the bug but can’t seem to recreate it in any of the newer versions. It shouldn’t happen in 2.5.0 or any version close to it. I will fix all the stuff on modrinth and we can discuss this further in the bug channel on discord. |
The invite link on Modrinth still doesnt work for me. i again apologize for late responses, got lots goin on lol. |
the invite link on modrinth is https://discord.com/invite/vBCfabYUsR. I think the one you send is somehow the old one |
Hi, thanks for the time and effort you put into this mod. Ive enjoyed finding your structures throughout my world and plan to use this mod in my future packs 👍
However I am running into a weird issue.
The Lonely Knight is causing major headaches and lag, and there is no way to stop it from spawning without additional mods for mob control.
Whats happening: Fabric 1.20.1
Lonely Knight Spawn rates are beyond too much on my server for some reason.. every time i
/kill @e[type=create_ltab:lonely_knight]
, there are over 300 of them. and if I wait only 1-2 min before running the command again it kills another 300, when 3 players are online.There is over 100 of them spawning around every player. Quickly Dropping TPS to its knees.
The knights seem to stay persistent. Unloading chunks doesn't remove them.
No Config option to disable their spawning. Which is odd considering i cant find a purpose of the knights in the first place (yet lol), which would make me want to turn them off to save resources. Especially in a ModPack environment where Server resources are already spread thin.
Sidenote: I confirmed all other mobs/animals have normal spawn rules and amount, I also have a few other modded mobs and confirm they also spawn like normal. So it seems this problem is localized to this specific mob/mod.
There are also no errors or related log lines i can share. Nothing appears out of ordinary in logs/console.
So far 3 solutions exist for me:
1 - Remove mod, and regenerate the world .. - (not gonna do this because of friends hard work on my server and i enjoy the structures added by this mod)
2 - Install a Mob control plugin/mod to stop the specific mob from spawning (tried, but ran into unrelated issues.)
3 - Make a datapack to kill all Lonely_knights every tick.
For now, Number 3 is what i did.
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While its a working temporary fix. its really noticeable.
Since the spawn rate is so extraordinarily high no matter where you go, you always see floating dying lonely knights everywhere.
Heres a random GIF i took of it, when i was exploring the END (where its most noticeable)
if you sit still, roughly 10 spawn every second, but while you move, 30-40 spawn at once and repeatedly in the direction your heading.
Hopefully the spawn rules/weights can be dealt with, or at-least add a config option to disable spawning them for now.
I'm going to attach the datapack zip i made to kill the lonely knights in case someone else has similar issues.
All this datapack does is run
/kill @e[type=create_ltab:lonely_knight]
every tick.while it doesn't address the spawning and visual issues. It does stop the lag buildup and insane volume of LK's in the world.
Kill-Lonley_Knights_(Create-LTAB)_repeated.zip
Used on Fabric 1.20.1
But should also work on Forge.
Sorry for the long post 🤣
ty for your hard work!
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