[WIP] Randomize actual mob spawn positions based on their spawn position#8394
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WinterSolstice8 wants to merge 4 commits intoLandSandBoat:basefrom
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[WIP] Randomize actual mob spawn positions based on their spawn position#8394WinterSolstice8 wants to merge 4 commits intoLandSandBoat:basefrom
WinterSolstice8 wants to merge 4 commits intoLandSandBoat:basefrom
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Cool idea, is fixed spawn not going to correlate heavily with mobmod Edit: to your second point you may want to try some arbitrary max number of times to find a valid randomized spawn position using losmesh to check if the point can "see" the base spawn position |
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zach2good
approved these changes
Oct 12, 2025
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Testing new PR blocking labels here |
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This PR has been automatically marked as stale because |
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I affirm:
What does this pull request do?
Basically, spawn the mob around the spawn position with some randomness. This is a big WIP so I currently have all spawned mobs from QMs fixed (probably going to stay that way), field mobs have a 10 yalm radius, dungeon mobs have a 5 yalm radius. At some point i'll be adding mobmods before undrafting
This is mostly to poll for features/feasibility. Default disabled of course
Known missing features:
instanced BCNM style-fights don't have fixed spawn positions yet
I'm probably forgetting some mobs that spawn in fixed positions
Some mobs that are set to be fixed (Groundskeepers) don't ALL have fixed positions.
Growing pains:
some spawn positions will probably be up against walls and the mobs will spawn along them more often than they should, or maybe even places they shouldn't be at all. There's probably going to have to be a lot of spots moved away from walls or "bad" spots to facilitate this
Steps to test these changes
Try spawning a mob that has one spawn position (and hasnt been spawned from a QM)
2025-10-10 18-13-24.webm