tModLoader

tModLoader

Mod of Redemption [BETA]
Can't Summon Fowl Morning
I'm not sure what causes it, but blowing the Fowl War Horn seems to start the Fowl Morning event with zero spawn rate. Not only do Fowl Morning creatures not spawn at all, absolutely NO monsters spawn at all, no matter where I go.

I'm playing with Spooky Mod (left Spooky Forest at Spawn set to True), Calamity, Thorium, Dragon Ball Terraria Legacy, Calamity Community Remix, Macrocosm, Infernum, Wrath of the Gods, Fargo's Mutant Mod, Fargo's Souls Mod, and a bunch of other quality-of-life or integration mods, including Fargo's Fish Anything, Infected Qualities, LuiAFK Reborn, and AlchemistNPCLite.

I am also playing alone, which I feel is important to mention because this mod specifically has been known to be extremely glitchy in multiplayer.
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Showing 1-10 of 10 comments
Serb 28 Apr @ 12:53pm 
Perhaps one of your QoL mods has a spawn rate reducer you have set on? Ik LuiAFK has things like that
gunns22 28 Apr @ 1:58pm 
It's probably not that. Most of the time, creature spawn rate is normal; I haven't touched spawn rates from any modded settings menu. It's only when the Fowl Morning event is supposed to be underway that everything just stops spawning. I'll try again with the Spooky Forest not at spawn
Serb 2 May @ 8:48am 
Originally posted by gunns22:
It's probably not that. Most of the time, creature spawn rate is normal; I haven't touched spawn rates from any modded settings menu. It's only when the Fowl Morning event is supposed to be underway that everything just stops spawning. I'll try again with the Spooky Forest not at spawn

Any updates on this? Ik its certainly not an issue I've ever heard before, so I doubt it's smth from us
gunns22 2 May @ 12:32pm 
@Serb No updates yet, I'm afraid. My attention has been redirected to another bug with Spooky and Spirit for the time being, so I haven't been able to get back to this Fowl Morning bug.
gunns22 3 May @ 10:35am 
So, everyone, I just started a new world with ONLY Mod of Redemption and its dependencies installed. And get this: I just experienced the Raveyard event from this mod! It's the first time I've encountered enemies from this event! This is progress, so I'm thinking this bug might be some f***ed-up mod incompatibility. I'll update you again when I've experienced Fowl Morning on this save file.
gunns22 6 May @ 8:49am 
@Serb Just reached Fowl Morning with my Mod of Redemption-only save and it worked perfectly. A little unfair with the Cockatrice petrification, sure, but it worked. I'll start reloading my mods, starting with smaller QoL mods and finishing with big content mods like Calamity.
gunns22 6 May @ 12:15pm 
@Serb Big news: I was running through my test runs of a good amount of QoL mods, and the Fowl Morning event stopped spawning enemies in the middle of Wave 3. When I looked around, I saw a bunch of passive Chickens crowding around my Chicken Coop, and I had an idea. Sure enough, when I slaughtered the Chickens, enemies from the Fowl Morning started spawning again. What if, since I encountered this glitch in a timeline where I spawned in a Spooky Forest, it wasn't a mod incompatibility and just that the Flies (or hell, even my population of NPCs) are bogging down the enemy spawning cap to the point that there's too many passive mobs to allow real enemies to spawn?

And also, a Slime Rain started midway through the final wave, but that's different. I'll see if I can replicate this bug and its fix in my larger modpack.
Serb 6 May @ 12:22pm 
Originally posted by gunns22:
@Serb Big news: I was running through my test runs of a good amount of QoL mods, and the Fowl Morning event stopped spawning enemies in the middle of Wave 3. When I looked around, I saw a bunch of passive Chickens crowding around my Chicken Coop, and I had an idea. Sure enough, when I slaughtered the Chickens, enemies from the Fowl Morning started spawning again. What if, since I encountered this glitch in a timeline where I spawned in a Spooky Forest, it wasn't a mod incompatibility and just that the Flies (or hell, even my population of NPCs) are bogging down the enemy spawning cap to the point that there's too many passive mobs to allow real enemies to spawn?

And also, a Slime Rain started midway through the final wave, but that's different. I'll see if I can replicate this bug and its fix in my larger modpack.

This sounds like it could absolutely be the reason why
gunns22 6 May @ 5:56pm 
@Serb It might not be it after all. I was in the middle of the Desert with barely any spawns on my mega-modpack, and the Raveyard event from MoR didn’t spawn any skeletons. I’ll try again in the morning, with Spooky Mod removed.
I removed Alchemist NPC lite mod and was able to summon the foul morning event. unclear the reason for the clash but i can live without a few NPC's in exchange for compatibility.
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