Merge pull request 'Mob spawning improvements and balancing' (#3356) from mob_cap_fixes into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3356
This commit is contained in:
ancientmarinerdev 2023-02-10 19:09:06 +00:00
commit 6a34a30941
8 changed files with 346 additions and 104 deletions

@ -24,25 +24,60 @@ local vector_floor = vector.floor
local table_copy = table.copy
local table_remove = table.remove
local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0
local dbg_spawn_counts = {}
-- range for mob count
local aoc_range = 136
local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 10
local FIND_SPAWN_POS_RETRIES = 16
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128
-- range for mob count
local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
monster = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
animal = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 5, --currently unused
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
mcl_log("Mob cap hostile: " .. mob_cap.hostile)
mcl_log("Mob cap water: " .. mob_cap.water)
mcl_log("Mob cap passive: " .. mob_cap.passive)
mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
mcl_log("Percentage of peaceful spawns are group: " .. peaceful_group_percentage_spawned)
mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_spawned)
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
@ -250,22 +285,58 @@ local function count_mobs_total(mob_type)
return num
end
local function count_mobs_all()
local mobs_found = {}
local function count_mobs_add_entry (mobs_list, mob_cat)
if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end
--categorise_by can be name or type or spawn_class
local function count_mobs_all(categorise_by, pos)
local mobs_found_wide = {}
local mobs_found_close = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity.is_mob then
local mob_type = entity.type -- animal / monster / npc
local mob_name = entity.name
if mobs_found[mob_name] then
mobs_found[mob_name] = mobs_found[mob_name] + 1
if entity and entity.is_mob then
local add_entry = false
--local mob_type = entity.type -- animal / monster / npc
local mob_cat = entity[categorise_by]
if pos then
local mob_pos = entity.object:get_pos()
if mob_pos then
local distance = vector.distance(pos, mob_pos)
--mcl_log("distance: ".. distance)
if distance <= MOB_SPAWN_ZONE_MIDDLE then
--mcl_log("distance is close")
count_mobs_add_entry (mobs_found_close, mob_cat)
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
elseif distance <= MOB_SPAWN_ZONE_OUTER then
--mcl_log("distance is wide")
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
else
mobs_found[mob_name] = 1
--mcl_log("mob_pos: " .. minetest.pos_to_string(mob_pos))
end
end
else
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
if add_entry then
num = num + 1
end
end
return mobs_found, num
end
--mcl_log("num: ".. num)
return mobs_found_close, mobs_found_wide, num
end
local function count_mobs_total_cap(mob_type)
@ -280,6 +351,32 @@ local function count_mobs_total_cap(mob_type)
return num
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
if (total_mobs) then
local total_output = "Total mobs found: " .. total_mobs
if chat_display then
minetest.log(total_output)
else
minetest.log("action", total_output)
end
end
local detailed = ""
if mob_counts then
for k, v1 in pairs(mob_counts) do
detailed = detailed .. tostring(k) .. ": " .. tostring(v1) .. "; "
end
end
if detailed and detailed ~= "" then
if chat_display then
minetest.log(detailed)
else
minetest.log("action", detailed)
end
end
end
-- global functions
function mcl_mobs:spawn_abm_check(pos, node, name)
@ -422,18 +519,23 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
summary_chance = summary_chance + chance
end
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
local distance = math_random(25, 32)
-- TODO We should consider spawning something a little further away sporadically.
-- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
local angle = math_random() * two_pi
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
local xoff = math_round(distance * math_cos(angle))
local yoff = math_round(distance * math_sin(angle))
return vector.offset(pos, xoff, 0, yoff)
local zoff = math_round(distance * math_sin(angle))
return vector.offset(pos, xoff, 0, zoff)
end
local function decypher_limits(posy)
posy = math_floor(posy)
return posy - 32, posy + 32
return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
end
--a simple helper function for mob_spawn
@ -484,7 +586,9 @@ local function has_room(self,pos)
return true
end
local function spawn_check(pos,spawn_def,ignore_caps)
local function spawn_check(pos, spawn_def)
if not spawn_def then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
@ -507,17 +611,8 @@ local function spawn_check(pos,spawn_def,ignore_caps)
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
local mob_count_wide = 0
local mob_count = 0
if not ignore_caps then
mob_count = count_mobs(pos,32,mob_type)
mob_count_wide = count_mobs(pos,aoc_range,mob_type)
end
if pos and spawn_def
and ( mob_count_wide < (mob_cap[mob_type] or 15) )
and ( mob_count < 5 )
and pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
@ -553,8 +648,7 @@ function mcl_mobs.spawn(pos,id)
end
local function spawn_group(p,mob,spawn_on,group_max,group_min)
if not group_min then group_min = 1 end
local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
table.shuffle(nn)
@ -562,9 +656,10 @@ local function spawn_group(p,mob,spawn_on,group_max,group_min)
nn = {}
table.insert(nn,p)
end
for i = 1, math.random(group_min,group_max) do
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob,true) then
if spawn_check(nn[math.random(#nn)],mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
@ -655,25 +750,113 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range
local function spawn_a_mob(pos, dimension, y_min, y_max)
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
--local cod = { type = "animal", spawn_class = "water",
local type_cap = mob_cap[mob_type] or MISSING_CAP_DEFAULT
local close_zone_cap = MOBS_CAP_CLOSE
local mob_total_wide = mob_counts_wide[mob_type]
if not mob_total_wide then
--mcl_log("none of type found. set as 0")
mob_total_wide = 0
end
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
end
local mob_total_close = mob_counts_close[mob_type]
if not mob_total_close then
--mcl_log("none of type found. set as 0")
mob_total_close = 0
end
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
mcl_log("cap_space_wide: " .. cap_space_wide)
mcl_log("close: " .. mob_total_close .. "/" .. close_zone_cap)
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_wide, cap_space_close
end
local function find_spawning_position(pos, max_times)
local spawning_position
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0
repeat
local goal_pos = get_next_mob_spawn_pos(pos)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then return end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
if #spawning_position_list > 0 then
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end
local function spawn_a_mob(pos)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
return
end
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", spawning_position)
--output_mob_stats(mob_counts_close, total_mobs)
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
table.shuffle(mob_library_worker_table)
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1
@ -684,13 +867,32 @@ if mobs_spawn then
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
end
local mob_def = mob_library_worker_table[mob_index]
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
local mob_def = mob_library_worker_table[mob_index]
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local spawn_in_group = minetest.registered_entities[mob_def.name].spawn_in_group or 4
local spawn_in_group_min = minetest.registered_entities[mob_def.name].spawn_in_group_min or 1
local mob_type = minetest.registered_entities[mob_def.name].type
if spawn_check(spawning_position,mob_def) then
local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
@ -698,25 +900,62 @@ if mobs_spawn then
return
end
end
if minetest.registered_entities[mob_def.name].can_spawn and not minetest.registered_entities[mob_def.name].can_spawn(spawning_position) then
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
end
--everything is correct, spawn mob
local object
if spawn_in_group and ( mob_type ~= "monster" or math.random(5) == 1 ) then
if logging then
minetest.log("action", "[mcl_mobs] A group of mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
end
object = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name},spawn_in_group,spawn_in_group_min)
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
local spawned
if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
end
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1))
end
object = mcl_mobs.spawn(spawning_position, mob_def.name)
spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
spawning_position = new_spawning_position
else
mcl_log("Cannot set new spawning position")
end
end
else
mcl_log("Spawn check failed")
end
else
mcl_log("Cap space full")
end
end
current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
@ -728,22 +967,24 @@ if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 10 then return end
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
timer = 0
local players = get_connected_players()
local total_mobs = count_mobs_total_cap()
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return
end --mob cap per player
for _, player in pairs(players) do
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
spawn_a_mob(pos, dimension, y_min, y_max)
spawn_a_mob(pos)
end
end
end)
@ -775,27 +1016,16 @@ function mob_class:check_despawn(pos, dtime)
end
end
minetest.register_chatcommand("mobstats",{
privs = { debug = true },
func = function(n,param)
minetest.chat_send_player(n,dump(dbg_spawn_counts))
--minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs within 32 radius of player:"..count_mobs(pos,32))
minetest.chat_send_player(n,"total mobs:"..count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts)
minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ)
local mob_counts, total_mobs = count_mobs_all()
if (total_mobs) then
minetest.log("action", "Total mobs found: " .. total_mobs)
end
if mob_counts then
for k, v1 in pairs(mob_counts) do
minetest.log("action", "k: " .. tostring(k))
minetest.log("action", "v1: " .. tostring(v1))
end
end
minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("name") -- Can use "type"
output_mob_stats(mob_counts_wide, total_mobs, true)
end
})

@ -40,8 +40,8 @@ local cod = {
xp_max = 3,
armor = 100,
rotate = 180,
spawn_in_group_min = 3,
spawn_in_group = 8,
spawn_in_group_min = 2, -- was 3
spawn_in_group = 4, -- was 8 nerfed until we can cap them properly locally. this is a group size, not a per spawn attempt
tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh",

@ -14,7 +14,7 @@ local cow_def = {
xp_max = 3,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45},
spawn_in_group = 4,
spawn_in_group_min = 3,
spawn_in_group_min = 2,
visual = "mesh",
mesh = "mobs_mc_cow.b3d",
textures = { {
@ -93,8 +93,8 @@ mcl_mobs.register_mob("mobs_mc:cow", cow_def)
-- Mooshroom
local mooshroom_def = table.copy(cow_def)
mooshroom_def.description = S("Mooshroom")
mooshroom_def.spawn_in_group_min = 4
mooshroom_def.spawn_in_group = 8
mooshroom_def.spawn_in_group_min = 2
mooshroom_def.spawn_in_group = 4
mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } }
mooshroom_def.on_rightclick = function(self, clicker)
if self:feed_tame(clicker, 1, true, false) then return end

@ -42,8 +42,8 @@ local dolphin = {
walk_chance = 100,
breath_max = 120,
rotate = 180,
spawn_in_group_min = 3,
spawn_in_group = 5,
spawn_in_group_min = 2, -- was 3
spawn_in_group = 4, -- was 4. nerfed until water has own cap, and it represents max pack size rather than per spawn attempt
tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh",

@ -125,7 +125,7 @@ local horse = {
type = "animal",
spawn_class = "passive",
spawn_in_group_min = 2,
spawn_in_group = 6,
spawn_in_group = 4, -- was 6. nerfed until group size is a cap rather than per spawn cycle
visual = "mesh",
mesh = "mobs_mc_horse.b3d",
visual_size = {x=3.0, y=3.0},

@ -56,8 +56,8 @@ mcl_mobs.register_mob("mobs_mc:llama", {
shoot_interval = 5.5,
arrow = "mobs_mc:llamaspit",
shoot_offset = 1, --3.5 *would* be a good value visually but it somehow messes with the projectiles trajectory
spawn_in_group_min = 4,
spawn_in_group = 6,
spawn_in_group_min = 2, -- was 4
spawn_in_group = 4, -- was 6 nerfed until we can cap them properly locally. this is a group size, not a per spawn attempt
head_swivel = "head.control",
bone_eye_height = 11,

@ -67,7 +67,7 @@ local tropical_fish = {
xp_min = 1,
xp_max = 3,
armor = 100,
spawn_in_group = 9,
spawn_in_group = 4, -- was 9. nerfed until aquatics use own cap rather than animal, and it represents pack size, not per spawn attempt
tilt_swim = true,
collisionbox = {-0.2, 0.0, -0.2, 0.2, 0.1, 0.2},
visual = "mesh",

@ -115,6 +115,15 @@ mobs_griefing (Mobs change blocks) bool true
# If enabled, mobs won't damage particles when they got hurt.
mobs_disable_blood (Disable mob damage particles) bool false
#Percentage of peaceful spawn attempts that succeed (default:35)
mcl_mob_peaceful_percentage_spawned (Peaceful percentage success) int 35 0 100
#Percentage of peaceful spawn attempts that are group spawns (default:15)
mcl_mob_peaceful_group_percentage_spawned (Peaceful group percentage) int 15 0 100
#Percentage of hostile spawn attempts that are group spawns (default:20)
mcl_mob_hostile_group_percentage_spawned (Hostile group percentage) int 20 0 100
#Maximum amount mobs (default:500)
mcl_mob_cap_total (Global mob cap) int 500 0 2048
@ -124,8 +133,11 @@ mcl_mob_cap_player (Mob cap per player) int 75 0 2048
#Maximum amount of monsters that will spawn near a player (default:70)
mcl_mob_cap_monster (Mob cap monsters) int 70 0 2048
#Maximum amount of animals that will spawn near a player (default:10)
mcl_mob_cap_animal (Mob cap animals) int 10 0 1024
#Maximum amount of animals that will spawn near a player (default:13)
mcl_mob_cap_animal (Mob cap animals) int 13 0 1024
#Maximum amount of water mobs that will spawn near a player (default:8)
mcl_mob_cap_water (Mob cap water) int 8 0 1024
#Maximum amount of ambient mobs that will spawn near a player (default:15)
mcl_mob_cap_ambient (Mob cap ambient mobs) int 15 0 1024