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Drathania

[Bug] Aggressive Creature % malfunction?

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1 hour ago, LastChime said:

Yeah I'm too dumb with java to get this to work so I'm going to bump this thread up.

The server I made about a month ago has 0 hell creatures, has never had any, there's insane amounts of fog spiders though.

The one issue I noticed and this also runs into info not being saved properly in the sql databases is once you add this fix fog spiders that have spawned stay spawned and wont leave the map upon fog going away. Doing a database rebuild after putting this fix will cause the fog spiders to properly start despawning after the fog leaves the map. if the database isn't cleaned after the fix fog spiders remain eating up mob percentage. Once mob percentage gets thrown off you start to get odd stuff like if you set a mob to have say 4% hard coded in the system still allows for over % of that mob on the map and this leads into the database not properly saving info.

 

Other issues you will see that also need to be fixed is once fog spiders leave the map they shouldn't wind up as corpses on the ground this is not the only mob this happens too. I've seen mobs spawned in and instant death leaving corpses upon the ground. This leads up to a corpse item in the database and with that system not saving properly this leads up to items and stuff causing more database corruption which is a serious issue.

 

Even tho this fix works there are even more serious issues that need to be dealt with first like server database files not being saved properly.

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The problem I've seen so far is the following. Each mob has 1 of 3 systems to spawn....

  1. A % like 0.03 which means 500 mobs per0.01%
  2. A max creature amount which is what ever the int number set is how many will spawn and none above said int number.
  3. dens which dens I have not looked into fully so not sure if they have a % or a max which can spawn from each den.

Now the problem is this with each mob having a % that is set and hard coded this means if you don't calculate each percent up and add in extra for mobs who are uniques or child class mobs which do not use any of the above methods you mob population is always going to be off after doing some math I didn't add every mob like children / uniques you would need at least 80k of mobs regardless the size of map. Other issues that came up while testing some mobs completely ignore the % ratio examples being brown cow, black wolf, and bull which always go over there hard coded % ratio. These mobs going over cause the max creatures to max out before other mobs have a chance to meet there ratio. Den ratio can't play a roll in this cause 2 of these mobs don't use a den as a purpose to spawn.

 

I see no system that calculates up the % of each mob and checks to see if it has been reached and if so no other mobs can spawn of this creature. There is no check that if it does go over to delete the mob that just went over. There is no check to check the amount and fix the amount if the amount has gone over. I'm sure there is a check to check if the amount has been reached cause some mobs never go over there % once reached but 3 have so far which is throwing the balance off. I've even hard coded it to not go over a certain amount yet it still does for these 3 mobs so the issue is deeper than the creaturetemplatecreator.class

 

Right now I'm testing a 100k spawn of mobs with most mobs being turned down to 0.03 max which would be around 1500 mobs for each mob that is allowed to spawn on my map. The % of max is 100k which is way more than what is hardcoded on my class file to spawn on this 4096 map will keep posted if I find any more info.

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Disabling the dens just reinforces the fact that 'wild-spawns' for certain mobs is fubar. I did this and meant that cows, bulls, wolf, cats, bison etc spawned... but lava fiends, trolls, spiders, bears, scorpions, crocodiles, god creatures, didn't spawn at all, as previously documented;

Spoiler

"Black wolf"    "994"
"Horse"    "785"
"Mountain lion"    "741"
"Large rat"    "706"

"Huge shark"    "489"
"Deer"    "471"
"Pig"    "444"
"Pheasant"    "426"
"Bull"    "423"
"Dog"    "416"
"Sheep"    "352"
"Bison"    "338"
"Ram"    "324"

"Crab"    "304"
"Brown cow"    "270"
"Hen"    "240"
"Rooster"    "211"

"Wild cat"    "208"
"Dolphin"    "100"
"Octopus"    "100"

"Tortoise"    "30"
"Calf"    "15"
"Blue whale"    "3"

So I assume at this point, certain mobs go over their % cap because other spawns are not being factored into the cap (because they're actually missing from the spawning routine by some bug or other) and a huge % of their cap is made up by dens. Their cap % isn't actually what you think it is, it's inflated as there's a chunk of mob %'s not being factored in ...at a wild guess. The missing wild-mobs you do see at the moment are den dependant, which means those like the hell hound/scorp/horse and bosses do not appear in the stats at all  - to this date, there is only 1 boss on my new server map that I spawned myself, no bosses have naturally spawned over the last few months, which is a very different result to the boss infested creative map we had back in Nov.

Can play with the 'weights' all I wanted, could force hardcapped limits (not the soft-cap %) to prevent over spawning (creatures template, add temp.MaxCreatureCount (I think it is - check the shark one out, it's hardcapped much like octopus and dolphins)), same result, a chunk of mobs are missing entirely and its always the same mob names cropping up.

 

The only thing I can deduct;

Dens aren't the problem.

Biome weights aren't the problem.

SpawnTable isn't the problem.

Unless ofc, something in the code has had a knock-down effect on the spawning mechanics. Which brings us to the hacky-fix;

The only way I managed to get something similar to original spawning was to go disable the non-newbie line in the zones.class, which seems to have unlocked the missing wild-spawns and allows everything to spawn once more.

Being a Java newbie, I have no idea what the non-newbie thing does, I only found it by process of elimination by throwing in log reports every step of the spawning routine, until I hit the print out that matched in that code. Something tied in with 'non-newbie' has borked, in my newbie-opinion.

 

I just can't bring myself at the moment to pickup the game and play it, because the challenge has just been sucked away and my storybook is just rife with "... built a wall... tended my crops... went fishing... took a stroll... culled some more rats on the marsh, shamelessly low FS gain... nothing new today... another player has quit to play a totally different game *yawn*"... I actually miss having to look over my shoulder every 5 mins and running to help a neighbouring town or random wanderer, the highways have never looked soo safe.

Edited by Drathania

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I've not had this issue. Once your buff is gone on my server your in a world of hurt mobs will car pile you of course I did alot of pve mob tweaking to make it worth a pve players attention.

 

Only thing I saw was bull cows and black wolfs string past there set hard coded caps. Sharks had no cap or set % so they could spawn as much as they wanted as for whales being low spaned they where set to never spawn more than 3 on the map so I hard caped the sea creatures for my server. As far as uniques I've had up to 8 on the map at one time no issue with uniques spawning.

 

Few things I changed that I didn't ike how CC set the mobs was there move rate was way to low. then the only creatures that had global move code was uniques but letting the regular mobs have both local and global move code they are more realizstic and don't crowd one area they spread out and move far from there spawn area allowing for low mob areas to have mobs.

 

Tweaked some move rate on few mobs make them move faster and one thing that had to be changed across the board all but uniques was vision mobs should by default have a vission of 10 tiles not 3 or lower this I saw caused a problem not only with mobs attacking a player but some mobs you almost had to walk right on top of them to get them to give chase. Then if they did chase they would drop off way to soon cause there vision distance was to low.

 

Like I said on Foireverlands it's no sunday stroll after noobie buffs are gone

 

you walk out from your spirit templar deed only to find out 30 tiles from your deed boarders you are running back to the guards with 5 to 10 mobs behind you.No sir not a boaring day on foreverlands server.

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On 7/17/2016 at 9:26 PM, enoofu said:

Surprised this is still bugged

 

Especially when a player has already posted how it gets fixed..... even if this weren't *the* fix it demonstrates *the* issue lol

Edited by Ignacius

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We took another route to this problem ..  we put all domestic creatures into a list and put a % chance they spawn an aggro creature instead..    You end up with almost no domestics or they become quite rare.   Its encouraged breeders to be more successful in business now as they can actually be sold and traded.  

 

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I have added this (and many others!) to the 'official' bug list, so here's hoping it'll be sorted soon, and with ease! Thanks to all that reported this.

 

                                          --Vyolette

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4 hours ago, Vyolette said:

I have added this (and many others!) to the 'official' bug list, so here's hoping it'll be sorted soon, and with ease! Thanks to all that reported this.

 

                                          --Vyolette

 

Oh come on it cant be that many!!    LOL.     What we need is Kee.. (*cough*) someone to rewrite all the executor thread code and we'll be in great shape! 

 

BTW.. Did you add my dragon bug with latest version?     If you aggro a dragon of any color and manage to lose it, its stops and starts to attack from range.     4k map range to be exact :)       Its repeatable on a vanilla server build as well

 

 

 

 

Love ya!

 

Jimbo  

Edited by razoreqx

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On 8/10/2016 at 9:30 AM, Vyolette said:

I have added this (and many others!) to the 'official' bug list, so here's hoping it'll be sorted soon, and with ease! Thanks to all that reported this.

 

                                          --Vyolette

 

Back to this thread WAY too late, wanted to express my sheer gratitude! Thank you!

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We had to go around killing as many non-aggressive mobs as possible, and then they were replaced one by one by mainly aggressives.   

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I'm having an issue with the map spawning in cave bugs into mines not on a deed to self correct the DB.

 

Map info : 

  • Map Size = 2048x2048 tiles [8km x 8km] 
  • Max Creatures = 30,000
  • Aggressive Creatures = 50%

I had someone just tell me in 4 hours, there were 30 cave bugs that spawned in there mid sized cave. 

 

All other players have been experiencing the same issue.

 

The map was 15k creatures with 60% aggro and the problem was worse. 

 

Any help?

 

EDIT: Newbie Friendly setting is ON. This is a PvP HOTS home server 

 

 

 

UPDATE: I killed off a lot of animals in the DB, set the cap to 20 k and 30% and it seems to have fixed the problem

Edited by WittleBunnBun

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4k PVE

Max Creatures: 70k
Aggressive: 80%

 

NPCS    false
ENDGAMEITEMS    true
SPYPREVENTION    false
NEWBIEFRIENDLY    false

 

[23:25:10] Passive: 34501 (46.8) Aggro: 39268 (53.2) Total: 73769

[23:25:10] == Aggressive ==


[23:25:10] Huge spider: 5603 (14.3)
[23:25:10] Black wolf: 5597 (14.3)
[23:25:10] Troll: 4193 (10.7)
[23:25:10] Forest spider: 3499 (8.9)
[23:25:10] Brown bear: 2800 (7.1)
[23:25:10] Scorpion: 2656 (6.8)
[23:25:10] Crocodile: 2400 (6.1)
[23:25:10] Hell Hound: 2098 (5.3)
[23:25:10] Wild cat: 1401 (3.6)
[23:25:10] Crab: 986 (2.5)
[23:25:10] Hell Horse: 907 (2.3)
[23:25:10] Mountain lion: 701 (1.8)
[23:25:10] Large boar: 701 (1.8)
[23:25:10] Red wyvern: 701 (1.8)
[23:25:10] Anaconda: 588 (1.5)
[23:25:10] Cave bug: 585 (1.5)
[23:25:10] Hell Scorpious: 503 (1.3)
[23:25:10] White wyvern: 475 (1.2)
[23:25:10] Avenger: 351 (0.9)
[23:25:10] Goblin: 349 (0.9)
[23:25:10] Black bear: 271 (0.7)
[23:25:10] Worg: 265 (0.7)
[23:25:10] Fire crab: 236 (0.6)
[23:25:10] Huge shark: 211 (0.5)
[23:25:10] Large rat: 170 (0.4)
[23:25:10] Lava fiend: 163 (0.4)
[23:25:10] Dolphin: 150 (0.4)
[23:25:10] Octopus: 150 (0.4)
[23:25:10] Black wyvern: 143 (0.4)
[23:25:10] Tortoise: 125 (0.3)
[23:25:10] Charger: 118 (0.3)
[23:25:10] Lava spider: 81 (0.2)
[23:25:10] Giant: 71 (0.2)
[23:25:10] Hell Foal: 8 (0.0)
[23:25:10] Blue wyvern: 7 (0.0)
[23:25:10] Sea Serpent: 3 (0.0)
[23:25:10] Epiphany of Vynora: 1 (0.0)
[23:25:10] Spectral drake: 1 (0.0)
[23:25:10] == Passive ==
[23:25:10] Horse: 7052 (20.4)
[23:25:10] Brown cow: 6807 (19.7)
[23:25:10] Bull: 6662 (19.3)
[23:25:10] Sheep: 2101 (6.1)
[23:25:10] Pig: 2101 (6.1)
[23:25:10] Ram: 1992 (5.8)
[23:25:10] Unicorn: 1401 (4.1)
[23:25:10] Hen: 1400 (4.1)
[23:25:10] Dog: 702 (2.0)
[23:25:10] Green wyvern: 701 (2.0)
[23:25:10] Pheasant: 701 (2.0)
[23:25:10] Spirit templar: 697 (2.0)
[23:25:10] Bison: 665 (1.9)
[23:25:10] Seal: 616 (1.8)
[23:25:10] Deer: 351 (1.0)
[23:25:10] Isles tower guard: 248 (0.7)
[23:25:10] Rooster: 141 (0.4)
[23:25:10] Foal: 94 (0.3)
[23:25:10] Salesman: 36 (0.1)
[23:25:10] Calf: 19 (0.1)
[23:25:10] Lamb: 7 (0.0)
[23:25:10] Unicorn Foal: 3 (0.0)
[23:25:10] Blue whale: 3 (0.0)
[23:25:10] Bartender: 1 (0.0)
[23:25:10] =============

 

I'm not sure with non-newbie friendly ticked where this is cropping up still with the horse/brown cow/bull spawns being so insane. It's been about 2 months since I purged them all manually, but there's gotta be a better way or something I am missing. 
 

 

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how many are bred though?

in your wurm creatures DB execute 

SELECT * FROM CREATURES WHERE MOTHER != -10;

 

Also I am not sure if the % ignores any on deeds, so could be wild horses put on a deed and then not counted so more spawn, I haven't looked at the code for that.

 

--=== Edit ===--

I mean that count even includes templars.

[23:25:10] Spirit templar: 697 (2.0)

Edited by Cuddles

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20 hours ago, Cuddles said:

how many are bred though?

in your wurm creatures DB execute 

SELECT * FROM CREATURES WHERE MOTHER != -10;

 

Also I am not sure if the % ignores any on deeds, so could be wild horses put on a deed and then not counted so more spawn, I haven't looked at the code for that.

 

--=== Edit ===--

I mean that count even includes templars.

[23:25:10] Spirit templar: 697 (2.0)

 

 

Sorry this is the normal #showcreaturelist

 

[21:49:15] Creature: Human Count: 0 Current %: 0.00 Max %: 1.00.


[21:49:15] Creature: Brown cow Count: 6774 Current %: 9.68 Max %: 2.00.
[21:49:15] Creature: Salesman Count: 37 Current %: 0.05 Max %: 1.00.
[21:49:15] Creature: Black wolf Count: 5584 Current %: 7.98 Max %: 8.00.
[21:49:15] Creature: Troll Count: 4122 Current %: 5.89 Max %: 6.00.
[21:49:15] Creature: Brown bear Count: 2800 Current %: 4.00 Max %: 4.00.
[21:49:15] Creature: Large rat Count: 160 Current %: 0.23 Max %: 3.00.
[21:49:15] Creature: Mountain lion Count: 702 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: Wild cat Count: 1401 Current %: 2.00 Max %: 2.00.
[21:49:15] Creature: White dragon hatchling Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Forest giant Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Unicorn Count: 1396 Current %: 1.99 Max %: 2.00.
[21:49:15] Creature: Goblin Count: 339 Current %: 0.48 Max %: 6.00.
[21:49:15] Creature: Huge spider Count: 5601 Current %: 8.00 Max %: 8.00.
[21:49:15] Creature: Spirit templar Count: 709 Current %: 1.01 Max %: 1.00.
[21:49:15] Creature: Anaconda Count: 559 Current %: 0.80 Max %: 2.00.
[21:49:15] Creature: Bartender Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Black bear Count: 266 Current %: 0.38 Max %: 5.00.
[21:49:15] Creature: Cave bug Count: 577 Current %: 0.82 Max %: 3.00.
[21:49:15] Creature: Pig Count: 2101 Current %: 3.00 Max %: 3.00.
[21:49:15] Creature: Hen Count: 1397 Current %: 2.00 Max %: 2.00.
[21:49:15] Creature: Bull Count: 6665 Current %: 9.52 Max %: 2.00.
[21:49:15] Creature: Calf Count: 89 Current %: 0.13 Max %: 1.00.
[21:49:15] Creature: Dog Count: 701 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: Rooster Count: 141 Current %: 0.20 Max %: 0.20.
[21:49:15] Creature: Deer Count: 351 Current %: 0.50 Max %: 0.50.
[21:49:15] Creature: Pheasant Count: 702 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: Lava spider Count: 81 Current %: 0.12 Max %: 5.00.
[21:49:15] Creature: Lava fiend Count: 164 Current %: 0.23 Max %: 3.00.
[21:49:15] Creature: Crocodile Count: 2355 Current %: 3.36 Max %: 4.00.
[21:49:15] Creature: Scorpion Count: 2627 Current %: 3.75 Max %: 5.00.
[21:49:15] Creature: Horse Count: 6961 Current %: 9.94 Max %: 10.00.
[21:49:15] Creature: Foal Count: 130 Current %: 0.19 Max %: 1.00.
[21:49:15] Creature: Isles tower guard Count: 248 Current %: 0.35 Max %: 1.00.
[21:49:15] Creature: Sea Serpent Count: 3 Current %: 0.00 Max %: 1.00 Population limit: 4.
[21:49:15] Creature: Huge shark Count: 200 Current %: 0.29 Max %: 1.00.
[21:49:15] Creature: Sol Demon Count: 0 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Epiphany of Vynora Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Manifestation of Fo Count: 0 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Incarnation of Libila Count: 0 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Bison Count: 663 Current %: 0.95 Max %: 1.00.
[21:49:15] Creature: Hell Horse Count: 892 Current %: 1.27 Max %: 3.00.
[21:49:15] Creature: Hell Hound Count: 2089 Current %: 2.98 Max %: 3.00.
[21:49:15] Creature: Hell Scorpious Count: 481 Current %: 0.69 Max %: 2.00.
[21:49:15] Creature: Worg Count: 257 Current %: 0.37 Max %: 1.00.
[21:49:15] Creature: White dragon Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Seal Count: 605 Current %: 0.86 Max %: 2.00.
[21:49:15] Creature: Tortoise Count: 122 Current %: 0.17 Max %: 2.00.
[21:49:15] Creature: Crab Count: 973 Current %: 1.39 Max %: 3.00.
[21:49:15] Creature: Sheep Count: 2100 Current %: 3.00 Max %: 3.00.
[21:49:15] Creature: Blue whale Count: 3 Current %: 0.00 Max %: 1.00 Population limit: 3.
[21:49:15] Creature: Dolphin Count: 150 Current %: 0.21 Max %: 1.00 Population limit: 150.
[21:49:15] Creature: Octopus Count: 150 Current %: 0.21 Max %: 1.00 Population limit: 150.
[21:49:15] Creature: Lamb Count: 14 Current %: 0.02 Max %: 1.00.
[21:49:15] Creature: Ram Count: 2026 Current %: 2.89 Max %: 5.00.
[21:49:15] Creature: Rift Summoner Count: 0 Current %: 0.00 Max %: 0.10.
[21:49:15] Creature: Hell Foal Count: 8 Current %: 0.01 Max %: 1.50.
[21:49:15] Creature: Unicorn Foal Count: 3 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Black wyvern Count: 144 Current %: 0.21 Max %: 1.00.
[21:49:15] Creature: Green wyvern Count: 701 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: Red wyvern Count: 701 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: White wyvern Count: 474 Current %: 0.68 Max %: 1.00.
[21:49:15] Creature: Blue wyvern Count: 7 Current %: 0.01 Max %: 1.00.
[21:49:15] Creature: Avenger Count: 351 Current %: 0.50 Max %: 0.50.
[21:49:15] Creature: Fire crab Count: 239 Current %: 0.34 Max %: 1.00.
[21:49:15] Creature: Forest spider Count: 3501 Current %: 5.00 Max %: 5.00.
[21:49:15] Creature: Giant Count: 71 Current %: 0.10 Max %: 0.10.
[21:49:15] Creature: Charger Count: 120 Current %: 0.17 Max %: 1.00.
[21:49:15] Creature: Large boar Count: 701 Current %: 1.00 Max %: 1.00.
[21:49:15] Creature: Spirit troll Count: 0 Current %: 0.00 Max %: 0.10.
[21:49:15] Creature: Spectral drake Count: 1 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Ifrit Count: 0 Current %: 0.00 Max %: 1.00.
[21:49:15] Creature: Fiend of Ifrit Count: 0 Current %: 0.00 Max %: 0.50.
[21:49:15] Creature: Servant of Ifrit Count: 0 Current %: 0.00 Max %: 0.50.

 

For the query I did a little bit more analysis:

Bred Cows = 120/6774
Bred Bulls = 98/6665
Bred Hell Horse = 143/892

Bred Horse = 1548/6961

SELECT * FROM CREATURES WHERE MOTHER != -10;

Bred Total = 2505

 

Seems like the cows and bulls are the primary issue.

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not sure why the numbers are like that and this is the issues topic.

A way around could be setting maxPopulationOfCreatures to an amount, just like in your prints it had some with a population limit, that is that value.

Would have to be a mod of course.

Quote

[21:49:15] Creature: Dolphin Count: 150 Current %: 0.21 Max %: 1.00 Population limit: 150.

 

---== Edit ==---

maxPopulationOfCreatures sets the max number of creatures of that template to spawn.

Edited by Cuddles

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someone poked me about this again today as a 'reminder' it is still not really working as people want.

 

So posting new mod in my topic which should help.

 

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I was having this issue on my server set at 80% aggressive, and I would only see an occasional wolf. Tons of cows, horses, and bulls.

I turned off the "Newbie Friendly" option, and a few days later ran across a colony of about 60 crocodiles. =:O

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