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[Request] More mob detection

Open Thunderrock424242 opened this issue 2 years ago • 14 comments

So I have more mobs in my modpack and I would like to be able to configure the ai improvements of them but I don't see them in the config could you make it so the mobs load in the config if a new mob is added?

Thunderrock424242 avatar Aug 17 '23 13:08 Thunderrock424242

Sure, can you provide a list of mobs and AI features you would like. As we don't auto enable everything to prevent mod incompatibility issues. Though likely could improve generic script detection for mobs using the same AI features.

DarkGuardsman avatar Aug 20 '23 03:08 DarkGuardsman

It would be nice to have it for Alex's mobs. Untamed wilds since those are major mob mods

Thunderrock424242 avatar Aug 20 '23 15:08 Thunderrock424242

You should have a config that says if you want to auto enable everything or not and default is false

Thunderrock424242 avatar Aug 20 '23 15:08 Thunderrock424242

Alex's mobs... Untamed wilds

Can you provide a link to these mods. As we likely will need their source to verify if it is possible to support.

If they use vanilla AI logic we likely can support it. Anything custom we recommend asking their team to implement. As it is better for mods to add their own configs so AI improvements is not required.

You should have a config...

Guess it would be useful to note we have no entity detection. As the mod targets AI goals attached to entities https://github.com/BuiltBrokenModding/AI-Improvements/blob/1.18/src/main/java/com/builtbroken/ai/improvements/modifier/ModifierSystem.java#L60

Not to say we couldn't implement general detection but it wouldn't be very useful. Best we can offer is ability to disable AI logic but this could make the game rather unstable. As we have attempted to be selective with what we expose to users. Especially given we already get blamed for defects in cases where our code doesn't touch.

More specific, some AI logic is required for other components to work. A good example is combat AIs needing to have target searching and attack enabled. Removing one can cause the other to fail with worse case crashing the game.

There is also a concern about performance during mob spawning. As our main method for interacting with entities is during onJoinWorld events. Meaning the more general purpose stuff we add... the worse performance can get for all users. Not just the few with advanced configurations.

DarkGuardsman avatar Aug 21 '23 14:08 DarkGuardsman

https://github.com/BuiltBrokenModding/AI-Improvements/issues/40

DarkGuardsman avatar Aug 21 '23 15:08 DarkGuardsman

Alex's mobs... Untamed wilds

Can you provide a link to these mods. As we likely will need their source to verify if it is possible to support.

If they use vanilla AI logic we likely can support it. Anything custom we recommend asking their team to implement. As it is better for mods to add their own configs so AI improvements is not required.

You should have a config...

Guess it would be useful to note we have no entity detection. As the mod targets AI goals attached to entities https://github.com/BuiltBrokenModding/AI-Improvements/blob/1.18/src/main/java/com/builtbroken/ai/improvements/modifier/ModifierSystem.java#L60

Not to say we couldn't implement general detection but it wouldn't be very useful. Best we can offer is ability to disable AI logic but this could make the game rather unstable. As we have attempted to be selective with what we expose to users. Especially given we already get blamed for defects in cases where our code doesn't touch.

More specific, some AI logic is required for other components to work. A good example is combat AIs needing to have target searching and attack enabled. Removing one can cause the other to fail with worse case crashing the game.

There is also a concern about performance during mob spawning. As our main method for interacting with entities is during onJoinWorld events. Meaning the more general purpose stuff we add... the worse performance can get for all users. Not just the few with advanced configurations.

Alex mobs source is here https://github.com/AlexModGuy/AlexsMobs

Thunderrock424242 avatar Aug 21 '23 15:08 Thunderrock424242

And untamed wilds https://github.com/RayTrace082/untamedwilds

Thunderrock424242 avatar Aug 21 '23 15:08 Thunderrock424242

Any update on this?

Thunderrock424242 avatar Jul 01 '24 17:07 Thunderrock424242

Another mod that has lots of mobs here

Thunderrock424242 avatar Jul 01 '24 18:07 Thunderrock424242

Mowsies mobs too here

Thunderrock424242 avatar Jul 01 '24 18:07 Thunderrock424242

This would also be a good one to add here

Thunderrock424242 avatar Jul 01 '24 18:07 Thunderrock424242

Or for modpacks you can just try to detect mods and mobs and use general performance optimizations for mobs

Thunderrock424242 avatar Jul 01 '24 18:07 Thunderrock424242

Not much feature additions have been done due to time commitment issues. As I said in the other ticket the mod is only receiving MC updates and bug fixes.

I get you're are excited... please chill on the reply spam, you can edit your existing reply to add more info or collect information then reply.

DarkGuardsman avatar Jul 01 '24 18:07 DarkGuardsman

Oh sorry. Just hope you guys implement this as it would improve lots of mobs all over the place would be amazing to see in modpacks as people would have a huge performance increase.

Thunderrock424242 avatar Jul 01 '24 23:07 Thunderrock424242