Mobs stop being tracked after restart and lose their MM attributes
Closed
Mobs stop being tracked after restart and lose their MM attributes
Summary
Describe the bug encountered in detail.
Steps to reproduce
Here is a config of one such spawner https://pastebin.com/Y89D0sR5 , you can see that the maxmobs is set to 3 yet after a restart it has 5 active mobs. It doesn't seem to spawn any more after more restarts, but it still does it once and it can overflow the spawners if they have higher amount of mobs to spawn. Version: 1.17.1 Paper git-paper-88 MythicMobs: Premium 5.0.0-snapshot-a0e23ea4
Current behavior
After a restart the spawners ignore spawned mobs, making them vanilla mobs (losing disguise, cmds not working on them etc.), and spawning more mobs in even if it's over limit of MaxMobs set.
Intended correct behavior
Mobs stay tracked and don't overflow the maxmobs limit.
Server log file
Proposed fixes
Fix tracking mobs after a restart.
This has been already reported in the past #325 (closed)
assigned to @ashijin
changed milestone to %5.0.0
added Being Worked On Bug labels
marked this issue as related to #325 (closed)
I have noticed this in the latest snapshot: MythicMobs-5.0.0-SNAPSHOT.jar » Store backup mob data using PersistentDataContainer to prevent mobs from ever forgetting who they are
So I've given it a go. The custom mobs seem to retain their MM attributes and all, I can kill them with commands etc., but they still spawn over spawner limit. Interesting that they are no longer registered in the spawner, so you can see the correct number of active mobs, even though it's clearly +2 over limit.
jaildung1: SpawnerGroup: jaildung1 MobName: 60%skeletonwarrior,40%skeletonberserker World: world X: -412 Y: 12 Z: 125 Yaw: 0.0 Pitch: 0.0 Radius: 4 UseTimer: true MaxMobs: '2' MobLevel: '1' MobsPerSpawn: 1 Cooldown: 30 CooldownTimer: 0 Warmup: 0 WarmupTimer: 0 CheckForPlayers: false ActivationRange: 40 ScalingRange: 25.0 LeashRange: 8 HealOnLeash: false ResetThreatOnLeash: false ShowFlames: false Breakable: false Conditions: [] ActiveMobs: 2
It's 2 per spawner x6, you can see there's clearly more even here at the boss spawn, where there's two instead of one:
added Completed / Resolved label