Comments (3)
The default on feature of mob duplicating on surface feature only does it where other zombies already are, and does check if its dark enough.
But if you mean the default off config of "extraSpawningSurface", then yeah I've noticed some issues with that, less so if using "extraSpawningUseNaturalSpawnList" though. The feature needs to be fleshed out more, or I should explain in the config it was more of a feature for screwing around for myself than a real feature.
from zombieawareness.
Well, to be honest i don't know which config exaclty causes this. I can only say in large bases zombies will continue to spawn even if the entire area is illuminated. but it doesn't happen when you're in immediate proximity.
from zombieawareness.
Zombies constantly spawn far away during the day in my game with Features.cfg extraSpawningSurface=true.
from zombieawareness.
Related Issues (20)
- 1.19.3? HOT 1
- Configurable Feature Request: Mobs Cannot See In The Light
- 1.20.1 please
- [1.19.2] (1.12.3) "Detected a comment that is all whitespace for config option... Please report this to the mod author."
- Tickable Entities guidelines needed for common mods
- Crash HOT 1
- Accessing LegacyRandomSource from multiple threads (Crash) 1.20.1 HOT 2
- Crash in 1.16.5 version HOT 1
- Broken AI, and Freezing Game
- Error during entity move 1.19.2 [Zombieawareness + Neruina]
- Question(s)
- Blood emits light with certain shaders
- Disabling sound alerts doesn't stop the sound alerts from occurring.
- Feature Request: Visual Indicators for sounds (and maybe other stuff too)
- Z-Fighting
- Hello i have a problem with your mod on 1.16.5
- How to configure the mod so that the zombies investigate when they hear footsteps, damage, blocks removed or placed, etc.
- Not working at all on fabric 1.20.1 HOT 3
- The Forge 1.20.1 Version Failed
- [Meta suggestion] Release on Modrinth
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from zombieawareness.