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Bug: Despawned Mobs Not Respawning

bunsoffire

New Member
Joined
Apr 14, 2020
Messages
2
Enter a brief description of what is broken Despawned Mobs Not Respawning

What version of Minecraft are you using?
1.12

What server jar are you using? Spigot

What is this a bug report for? MythicMobs

What version of the plugin are you using? 4.9.0 (Plugin build 3255)

Describe the bug. Be as specific as possible, images or short gifs/videos are welcome but save configuration files for later sections. Write a whole paragraph if needed, help us bug testers replicate your issue!
When a spawner spawns mobs (hostile mobs) and the player goes far away (32+ blocks), the hostile mobs despawn. When the player returns to the spawner, these mobs are still considered "active" by the spawner even after despawning in accordance with minecraft's despawning mechanism for monsters, and thus the spawner does not spawn new mobs. Only after these mobs are /mm m killall'd does the spawner respawn new mobs. It's as if the spawners don't detect that the mobs have despawned.
I have feeling this has something to do with the error:
"Plugin MythicMobs v4.9.0-3255 has failed to register events for class io.lumine.xikage.mythicmobs.adapters.bukkit.listeners.MobListeners because org/bukkit/event/entity/EntityTransformEvent does not exist." But I have no experience developing plugins.

This bug (and another bug where /mm s find does not work) only occurs in version 4.9.0 for me. I have reverted to 4.5.9 for the time being.

Example Configurations
Code:
# Mob configuration.
thug:
  Type: VINDICATOR
  Display: '&eThug'
  Health: 45
  Damage: 6
  Equipment:
  - wood_sword HAND
  - leather_boots FEET
  Skills:
  - message{cooldown=50;m="<mob.name><&co> You think you're tough, huh <trigger.name>??"} @PlayersInRadius{r=40} ~onCombat >0 0.05
  - message{cooldown=50;m="<mob.name><&co> Let's get a closer look at you <trigger.name>!"} @PlayersInRadius{r=40} ~onCombat >0 0.05
  - message{cooldown=50;m="<mob.name><&co> Gaugh!"} @PlayersInRadius{r=40} ~onDeath 1.0
  Drops:
  - GOLD_INGOT 5to8 1.0
  Faction: Thugs
  AIGoalSelectors:
  - 0 clear
  - 1 meleeattack
  - 2 swim
  AITargetSelectors:
  - 0 clear
  - 1 hurtbytarget
  - 2 players
  - 3 otherfaction
  Options:
    Despawn: true
    FollowRange: 25
    AlwaysShowName: true
    MovementSpeed: 0.2
    PreventOtherDrops: true
    KnockbackResistance: 0.95
    PreventMobKillDrops: true
Code:
# Mob spawner configuration.
thug1:
  MobName: thug
  World: RWC-main
  X: 3
  Y: 69
  Z: 86
  Radius: 0
  UseTimer: true
  MaxMobs: '4'
  MobLevel: '1'
  MobsPerSpawn: 4
  Cooldown: 60
  CooldownTimer: 9
  Warmup: 0
  WarmupTimer: 0
  CheckForPlayers: true
  ActivationRange: 35
  ScalingRange: 25.0
  LeashRange: 40
  HealOnLeash: false
  ResetThreatOnLeash: false
  ShowFlames: false
  Breakable: false
  Conditions: []
  ActiveMobs: 0
Code:
# general configuration
Configuration:
  Version: 4.9
  General:
    AllowMetrics: true
    CheckForUpdates: true
    CompatibilityMode: false
    DebugLevel: 0
    ErrorLogging: true
    Language: enUS
    UseVolatileFeatures: true
  Clock:
    ClockInterval: 1
    SaveInterval: 5
    SpawnsInterval: 2
    ScannerInterval: 10
    CleanupInterval: 600
  Components:
    CustomSpawners: true
    RandomSpawning: true
  Mobs:
    DespawnByDefault: true
    EnableAIModifiers: true
    EnableTimerSkills: true
    EnableThreatTables: true
    EnablePlayerFactions: true
    EnableLegacySkills: false
    KillMessagePrefix: ''
    PreventOtherDropsByDefault: false
    Scaling:
      Default:
        Enabled: true
        PerBlocksFromSpawn: 250
      world2:
        Enabled: true
        PerBlocksFromSpawn: 250
      world2_nether:
        Enabled: false
        PerBlocksFromSpawn: 100
    ScalingEquations:
      Health: V * ((1.05)^(L-1))
      Damage: V * ((1.05)^(L-1))
    DefaultLevelModifiers:
      Health: 0.1
      Armor: 0
      Damage: 0
      KnockbackResistance: 0
      Power: 0
  RandomSpawning:
    DisableVanillaSpawns: false
    GenerateSpawnPoints: false
    MaxMobsPerChunk: 2
    SpawnRadiusPerPlayer: 64
    SpawnRadiusPerPlayerY: 32
    DespawnLazyRandomMobs: true
    MaxGenerationTime: 20
    PointsPerSecond:
      Land: 5
      Air: 0
      Sea: 2
      Lava: 0
      Ground: 0
  Compatibility:
    Heroes:
      Enabled: true
    McMMO:
      Enabled: true
      ShowXPMessage: true
      XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
    SkillAPI:
      Enabled: true
      ShowXPMessage: true
      XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
    Vault:
      Enabled: true
      ShowMoneyMessage: true
      MoneyMessageFormat: '&7You receive <drop.amount> currency for slaying <dropper.name>'
 
Last edited:

bunsoffire

New Member
Joined
Apr 14, 2020
Messages
2
I'm posting a video with replication of the bug as well. Steps to reproduce:
Preconditions: Use latest mythic mobs version (4.9.0) and Spigot 1.12.2 server.

1) Create a spawner that spawns any hostile mob (Skeleton, vindicator, zombie, spider, etc).
2) Set spawner's max mob count to any valid limit (1, 2, 3, 4, etc).
3) Make sure spawner has capped at spawning the limit of mobs (4 mobs spawned for a max spawn limit of 4)
4) Teleport somewhere far away, and teleport back immediately
5) Mobs have despawned, but spawner won't recognize this event and will not spawn anymore mobs. (When /mm s info [spawner_name] is done, active mobs will still be 4/4).

Postconditions: Spawners will not spawn any new mobs regardless of how long you wait, until you use
Code:
/mm m killall
These mobs that disappear are considered "Dead" and "Invalid" according to /mm m stats.

Recreation video:
 
Last edited:

mkcoldwolf

New Member
Joined
Oct 12, 2019
Messages
2
Bump, can reproduce, exactly same case, there is other ppl countering this issue too, seems 1.13 also has this problem, can anyone test this for lastest version?

I've also test the MM 4.7.2
when the moment i teleport back and check the info of that spawner
it actually still says the activemobs is not 0
and then after one seconds it become 0, which mean the plugin in old version checks when player activate the spawner, if all the mobs related to that spawner got despawned by spigot, will set back the activemobs to 0
and i dont know why this code being removed in newer version, should introduce back
 
Last edited:

mkcoldwolf

New Member
Joined
Oct 12, 2019
Messages
2
temporary solution:
Plz be careful, this Fix is only needed for MC LTS (1.8.9/1.12.2) with MythicMobs 4.9.0/+

This plugin is a temporary solution to fix the bug of MythicMobs 4.9.0/+ in MC LTS, it is not supposed to works like this, it also heavily increase the server load if u have a large amount of spawners, plz report this bug to MythicMobs team to raise their awareness!!!

https://mc.mccwtech.net/files/temp/MMSpawnerFix.jar
 
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