50% - 100% increase to some mob caps.#789
Conversation
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This is just my thoughts as more or less an outsider to the project, but shouldn't this be specifically for Windows? It would be nice to still be able to target the original systems this ran on with the original mob caps, but on Windows have it be higher, no? |
This source code contains a PC port that never released and that’s what we are playing right now with this. Noticed that the player cap was set from 8 to 255 so I figured this could be help. I think a slight increase is good enough to make it a bit more frequent. |
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Well yes but my overall point was that I simply felt that it would be nicer since while this is mainly a PC port it feels as if it would be odd to not have a condition (when it's not inherently limiting possibilities for improvements). I am not against this though (but can't we remove the mob cap entirely, as it wasn't on Java at this point, right?) |
Tough to say. Lot of people prefer the mob limit but I think it’s too small and restrictive. |
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Inserting my opinion no one asked for, but it would be nice if this was a setting in the world creation menu instead of just raising the internal cap and being done with it. :) |
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Yes, I agree too, it would make sense if it could be defined for the world itself. Perhaps could be removed by setting it to 0 for each category respectively? Would require more code though. |
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In UI 0 should show up as None if possible though... |
You probably still want one internally (cough cough, mob accumulation in caves). But just a checkmark in world settings akin to options like bonus chests to say "Extended Mob Spawning Limits" would be awesomesauce |
The guy who created the render distance slider could def do that 😂 There’s probably a way to make it set, maybe a check can be run upon loading for what the world size is and set the mob caps |
Java doesn't have one though, was my point, there is caps for how many of an entity can spawn in MobCategory.java, but that is how much can be in one chunk, whereas this cap is global for the entire world. |
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LCE already has the max per chunk, so removing the global cap was what I meant, there would still be the Java restrictions there |
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We should stick to maximum PC edition behavior and compatibility as possible. I will merge this PR soon. There is a |
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I would mantain the behaviour as much close as possible to the original. And then let the player change if he wants to. So people can have the original or a "custom" expirience by their choice. |
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@eh-K do these numbers align with Java Edition 1.6-1.7? If so, I merge this. Look up on wiki please. |
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Hostile Mob Cap (Constant - 70) Source: But in java it only counts for spawing rate on loaded chunks. It has not a hard limit. |
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Before this is merged, I would like to note that it was odd to lower it for PC parity. As I had mentioned, the PC numbers are per chunk, whereas this cap is the maximum that can exist per level. Thus, the only analogue would be removing the hard cap. |
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Now this is 100% accurate? We're merging? |
I think that can be revisited once more eyes get familiar with this repo. Unlimited seems too much for most players but later, a toggle could be added or something. This slight increase is just enough that it’s not annoying. |
Add a comment with the original number, and i think we are ok for now. But in the future is better that it's added an option for that. Edit: i didn't saw it was already there. |
I done that next to the caps ❤️ |
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Should be good to merge @void2012 |
It's unclear if this change maintains mob density parity so it has been reverted. This can be committed back in if parity is properly verified
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This change has been reverted for now. We need to determine if increasing these mob caps affect mob density at all before this can be incorporated again. @eh-K Please make a new PR once you've tested for this |
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It would make sense to revamp the code to have some chunk based entity spawn limiting then for long term since we allow many more chunks to be loaded than LCE ever intended. |
* 50% increase to most mob caps, doubling some. * Changed from 75 to 70 to match PC parity. Ambient is back to 20
It's unclear if this change maintains mob density parity so it has been reverted. This can be committed back in if parity is properly verified
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I decided to do my own PR for this, that does a few things alongside keeping LCE behavior default. I believe that LCE is different to Java though and Java's impl is already using a magic number that came out of nowhere as its control over the mob cap... |
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Java's impl most likely would require a lot of vibes-based approximations to make it match LCE considering the fact that it is literally using a magic number to adjust the mob cap |
* 50% increase to most mob caps, doubling some. * Changed from 75 to 70 to match PC parity. Ambient is back to 20
It's unclear if this change maintains mob density parity so it has been reverted. This can be committed back in if parity is properly verified




Description
This PR slightly increases the natural spawn cap on mob spawns.
Changes
Previous Behavior
Mob Spawning was kinda limited so some mobs were kinda hard to find when they shouldn't be necessarily.
Root Cause
MobCategory.h set the hard limits.
New Behavior
Now the natural limit can be increased due to newer hardware and having access to.
Fix Implementation
Increased the hard limits that are established in MobCategory.h
AI Use Disclosure
No AI.
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