Admin ADMIN
2026.08.11
Thanks — I traced the spawn path for that dungeon.
Every monster in Cave of Mushrooms (both mushroom types, 25 of them, and nothing else) is placed by the same routine: it downloads their sprites, then waits for the loader to report "finished" before putting a single one on the map. That wait had no time limit. If one sprite request hangs — and the art host is unreliable for old dungeon artwork — the wait never ends and the whole map's monsters are dropped without any error message. You just get an empty dungeon.
The sister routine that spawns boss summons already had a guard for exactly this, with a comment saying the same wait used to hang "for good"; the routine that spawns a map's normal monsters never got it. I've added the same guard, so a stalled sprite now costs a few seconds instead of every monster on the map.
If you do see it again after this ships, please open the browser console and grab anything starting with [Mob] — that will tell us which sprite is hanging.
Every monster in Cave of Mushrooms (both mushroom types, 25 of them, and nothing else) is placed by the same routine: it downloads their sprites, then waits for the loader to report "finished" before putting a single one on the map. That wait had no time limit. If one sprite request hangs — and the art host is unreliable for old dungeon artwork — the wait never ends and the whole map's monsters are dropped without any error message. You just get an empty dungeon.
The sister routine that spawns boss summons already had a guard for exactly this, with a comment saying the same wait used to hang "for good"; the routine that spawns a map's normal monsters never got it. I've added the same guard, so a stalled sprite now costs a few seconds instead of every monster on the map.
If you do see it again after this ships, please open the browser console and grab anything starting with [Mob] — that will tell us which sprite is hanging.









