Excessive mob spawning from DivineRPG

Hi everyone.
There is an increased spawn rate of the “Rainbour” mob when the GregTech 6 mod is installed. Without it, this issue does not occur. The mod’s author mentioned that this mob was supposed to be rare. DivineRPG can be somewhat problematic in certain areas, but such issues are not very common (for example, the spawning of ocean mobs looks strange — although that might be a general issue with version 1.7.10, considering how many squids tend to spawn).

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nice to know but how the heck is it me that spawns that? I know i sometimes PREVENT mob spawns, but i dont actually CAUSE them.

Edit: seeing this, the ONLY way for this to happen might be because i prevent BATS from spawning on anything BUT vanilla stone, and this area is NOT vanilla stone, so where DivineRPG expects bats to take up the mob cap, it instead gets these mobs.

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Why did you disable bat spawning on your stones? Was it because of excessive bat spawning?

I’m asking because this issue makes the game nearly unplayable when using DivineRPG due to severe lag.
Would it be possible to prevent the “Rainbour” mob from spawning on your stones?
Or alternatively, allow bats to spawn on your stones when DivineRPG is installed?
As a last resort, maybe you could completely disable the spawn of the “Rainbour” mob.

It might seem that DivineRPG is incompatible with GT6 because of their different design goals, but DivineRPG adds a great variety of mobs, which makes progression much more interesting and challenging.

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  1. there is a config for the bats thing
  2. the bats thing ONLY applies to vanilla minecraft bats and nothing else
  3. i only PREVENT spawns i dont swamp the world with spawns.
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It seems we might have misunderstood each other a bit.
I’m really curious — what was the reason for restricting vanilla bat spawning on GT6 stones?

Also, you mentioned a config option. I’ll try enabling vanilla bats again and see what happens with the “Rainbour” spawn, since from what I understand, there might be some kind of connection between them.

And finally, I’d like to ask — would you be able to do something to reduce the “Rainbour” spawn rate if none of this helps? It seems like you might be the only one who could actually fix this issue.

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The reason for the Bat spawning restriction is simple, they spawn EVERYWHERE, including inside bases for no damn reason. Which is a redstone problem at times, and at least also a noise Issue if they spawn in some random spot inside your basement.

If they really take up the same spawn cap as bats, there might not be a good way to handle that, because the game will always try to spawn more and more until the cap is filled. >.>

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And it seems to be working — the “Rainbour” spawn appears to have decreased, but it still needs some further testing on my side.

I thought you had the ability to prevent the “Rainbour” mob from spawning on GT6 stones.

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i do technically have that ability, but that wouldn’t be the point would it?

That mob has the condition of being in a dark area to be able to spawn, right? like it doesnt spawn inside bases for no reason.

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Sorry for the late reply.

I was referring to the spawning of this mob in unlit caves (the screenshots were taken with the night vision effect). I wasn’t talking about bases or other well-lit areas, although I should probably check those cases more carefully as well. The condition for spawning only in dark areas is almost certainly present for this mob — I’ve never seen it behave otherwise in practice.

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