Pixelmon Mod - Bug tracker

[9.0.9] allow-vanilla-mobs option not respecting true setting. already fixed

Ticket description:
I have allow-vanilla-mobs set to true in my config yet all mobs are still being replaced. Additionally, all tropical fish/squids are being replaced repeatedly creating massive amounts of spawns in the water. Latest Daniel's arclight, fresh configs, and with/without multiverse. Seems related to https://pixelmonmod.com/tracker.php?p=2&t=19143.


#27844 Posted by Corcustos » 19 Sep 2022 17:59

Update: Appears to happen with all vanilla spawns. They will continue to spawn in an infinite loop. Also checked with allow-vanilla-mobs off and this issue does not seem to occur.

#27848 Posted by shizukadesu » 20 Sep 2022 03:40

I have the same problem and my game run at 2fps Sadge.

#27854 Posted by FrancisPokemon » 20 Sep 2022 14:17

Same here. Is annoying

#27856 Posted by Mike5357 » 20 Sep 2022 20:03

Also experiencing this, on 9.0.10.

#27857 Posted by Mike5357 » 20 Sep 2022 20:31

Update: Mob replacement settings are now controlled via datapack instead of that config option.
Instead of using the allow-vanilla-mobs config option, there are now individual files in data/pixelmon/spawn_replacement/<MOBNAME>.json which you can set to "enabled": false for each individual vanilla mob.

#27861 Posted by dinogolfer » 20 Sep 2022 21:44

In that case, I just want to express that I strongly disagree with that decision. Nothing against the developer team, but that pretty much only serves to make it less convenient for players to change that option, especially those with no experience with datapacks.

Fortunately, this isn't an issue for me really, but it's still a significant amount more work to go through each individual mob to disable their replacements.

#27873 Posted by Katzyn » 21 Sep 2022 00:41

Mike is correct, so I will mark this as "already fixed".

Apologies that it seems to create more work, dinogolfer, but it (and datapacks in general) allows for much more customisability and individuality for servers, which we think players will really appreciate. Datapacks are thankfully not too hard to figure out, especially when you're given examples to follow (such as the ones you can find on our discord!).

That being said, we do still love to hear feedback, so you're very welcome to post suggestions here: viewforum.php?f=146

Thanks guys!

#27928 Posted by LordSamosa » 21 Sep 2022 16:54

#27947 Posted by dinogolfer » 22 Sep 2022 22:20

Apologies if I sounded harsh. I don't think datapacks are that difficult, and I definitely like the idea of being able to use them to modify the pools yourself!

I've done work with them before, so it's not really an issue to me, but I generally think they're a bit less user-friendly for those unfamiliar with them, and I was also a bit salty that there seemed to be no official word on this change. In fact, some support on the discord still reiterate that it is a bug and will be solved eventually, which is not the case.

Ticket details

  • Ticket ID: 19171
  • Project: Pixelmon Mod
  • Status: Already fixed
  • Component: Spawning
  • Project version: 1.16.5-9.x.x
  • Priority: Normal
  • Severity: Normal
  • Forge/Sponge: (unknown)
  • What else would be useful to know?: (unknown)
  • Assigned to: Katzyn
  • Reported by: Corcustos (Send PM)
  • Reporter's tickets: (List all tickets)
  • Reported on: 19 Sep 2022 16:21
  • Ticket last visited by: SkyAsa2256 on 11 Aug 2023 06:16