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Spawning Overhaul

A Minecraft mod that creates a more immersive mob spawning system based on environmental factors like caves, forests, and structures

Modrinth adventure cursed mobs

Описание

# Spawning Overhaul A Minecraft mod that creates a more immersive mob spawning system based on environmental factors like caves, forests, and structures. ## Features ### Environment-Based Spawning Instead of mobs spawning uniformly everywhere, this mod makes spawning rates dependent on the spawn location's environment: - **Base Multiplier**: Configure a global spawn rate that applies everywhere (default: 0.2x) - **Cave Spawning**: Progressive scaling based on depth - Shallow caves (Y=60): Minimum multiplier (default: 1.0x = 20% acceptance) - Deep caves (Y=-64): Maximum multiplier (default: 5.0x = 100% acceptance) - The deeper you go, the more dangerous it gets! - **Forest Spawning**: Progressive scaling based on tree density - Sparse areas: Minimum multiplier (default: 1.0x) - Dense forests/jungles: Maximum multiplier (default: 3.0x) - More trees = more danger - **Structure Spawning**: Dangerous structures have increased spawn rates (default: 3.0x) - Strongholds, Nether Fortresses, Ocean Monuments, Woodland Mansions, Mineshafts, Dungeons **Note:** Spawn multipliers use normalized probability acceptance based on the highest configured multiplier. With default settings (maxCaveMultiplier = 5.0), the reference is 5.0x: - 0.2x base = 4% acceptance (0.2/5.0) - 1.0x shallow caves = 20% acceptance (1.0/5.0) - 5.0x deep caves = 100% acceptance (5.0/5.0) This creates dramatic contrast: deep caves have 25x more spawns than the surface! ### Mob-Specific Rules Configure special spawn restrictions for specific mobs: - **Spider Only In Cave** (Enabled by default) - When enabled: Spiders and cave spiders only spawn in caves - When disabled: Spiders spawn normally everywhere - **Disable Creeper Near Structure** (Disabled by default) - When enabled: Prevents creepers from spawning in dangerous structures (protects against griefing) - When disabled: Creepers spawn normally in structures ### In-Game Debug Command Use `/spawndebug` to see what spawn rates would apply at your current position: - Environment detection at your position (cave, forest density, structure) - Active spawn multipliers and their ranges - Which multiplier would be used (base, cave, or forest) - Final calculated spawn rate if a mob were to spawn here This shows you what the spawn system "sees" at your position. Requires operator level 2 (use `/op `) ## Configuration The mod creates a config file at `config/spawningoverhaul.json5` ### Accessing the Config GUI **Fabric:** - Install [Mod Menu](https://modrinth.com/mod/modmenu) - Click "Mods" in the main menu - Find "Spawning Overhaul" and click the config button **NeoForge:** - Click "Mods" in the main menu - Find "Spawning Overhaul" and click "Config" ### Configuration Options #### Environmental Multipliers | Option | Default | Description | |--------|---------|-------------| | Enable Immersive Spawning | ✅ Enabled | Master toggle for the entire system | | Base Multiplier | 1.0x | Global spawn rate applied everywhere | | Min Cave Multiplier | 1.0x | Spawn rate at shallowest cave depth (Y=60) | | Max Cave Multiplier | 5.0x | Spawn rate at deepest depth (Y=-64) | | Min Forest Multiplier | 1.0x | Spawn rate in sparse areas | | Max Forest Multiplier | 3.0x | Spawn rate in dense forests | | Dangerous Structure Multiplier | 3.0x | Additional multiplier in dangerous structures | | Enable Structure Modifications | ✅ Enabled | Apply structure-based spawn changes | #### Mob-Specific Rules | Option | Default | Description | |--------|---------|-------------| | Spider Only In Cave | ✅ Enabled | Restricts spiders to caves only | | Disable Creeper Near Structure | ❌ Disabled | Prevents creepers in structures (anti-griefing) | #### Detection Settings | Option | Default | Description | |--------|---------|-------------| | Dense Forest Log Threshold | 50 | Number of logs needed to count as dense forest | | Dense Forest Scan Radius | 10 | Radius in blocks to scan for logs | #### Mod Compatibility | Option | Default | Description | |--------|---------|-------------| | Additional Dangerous Structures | `[]` | List of modded structure IDs to treat as dangerous | | Additional Safe Structures | `[]` | List of modded structure IDs to treat as safe | ## How It Works ### Spawn Calculation For each mob spawn attempt, the mod: 1. **Detects the environment** at the spawn location (not the player's location): - Is the spawn position in a cave? What's the depth? - How dense is the forest at that position? (counts nearby log blocks) - Is the spawn position in a dangerous structure? 2. **Calculates multipliers**: - Starts with the base multiplier - Calculates cave multiplier (if in cave) - Calculates forest multiplier (if logs detected) - Selects the **highest** of: base, cave, or forest 3. **Applies additional modifiers**: - Multiplies by structure multiplier (if in dangerous structure) - Applies mob-specific rules (spiders, creepers) 4. **Makes the spawn decision**: - All multipliers use probabilistic acceptance normalized to the highest configured multiplier - The reference maximum is dynamically calculated from config (max of cave/forest/structure multipliers) - Higher multipliers = higher acceptance probability = more spawns - Examples (with default 5.0x reference from maxCaveMultiplier): - 0.2x → 4% acceptance (very few spawns) - 1.0x → 20% acceptance (reduced spawns) - 3.0x → 60% acceptance (structures, many spawns) - 5.0x → 100% acceptance (deep caves, maximum spawns) - Multiplier = 0.0: Always denies spawn ### Performance The mod is designed to be lightweight: - **Cave detection**: Simple Y-coordinate check + sky visibility - **Forest detection**: Cylindrical scan limited to ±3 blocks vertically - **Structure detection**: Cached with 10-second TTL - **Target impact**: