Allthemodium: no Piglichs in the Ancient Pyramid
Written for Allthemodium 3.0.1. This pack ships Allthemodium 2.5.7. Some steps may no longer match.
On this page
Applies to Allthemodium 3.0.1, Minecraft 1.21.1, NeoForge 21.1.251, as shipped in All the Mods 10 8.2.
Where the vanilla numbers come from: Minecraft's own source is not public. Every vanilla figure on this page (24, 32, 128, and the monster category) is read from NeoForge's patch files on branch 1.21.1, fetched on 22 September 2026, which quote the vanilla lines they change.
The short answer
A Piglich is never placed when the pyramid generates, and no spawner makes one. It is an ordinary monster that natural spawning rolls inside the pyramid's own piece boxes, where the structure makes it the only monster that can appear: weight 4500, one at a time.
That leads to the one instruction on this page:
Nothing spawns within 24 blocks of a player. A pyramid piece is 32 by 30 by 32, so a player standing in the middle of it puts most of the interior inside that exclusion.
A Piglich despawns once nobody is within 128 blocks, and beyond 32 blocks it can be removed at random.
So the window is roughly 24 to 128 blocks from you. Waiting in the middle of the pyramid is the worst place you can be.
Standing at one end is not a plan either, though it is not hopeless: the far end of a 32-block piece is more than 24 blocks away, so a spawn can happen there. Step outside, about 40 blocks clear, and the whole piece is in the window at once rather than a corner of it. Five blocks past the wall is not enough: most of the piece is still inside your own 24-block exclusion.
An empty pyramid means the spawn attempts are failing, not that the structure is broken. What to do instead.
If you came here for something else. The log line The mob spawn amounts list for mob allthemodium:piglich is missing! is not a spawning problem. If what you want is hearts rather than sightings, that has a page of its own: farming Piglich Hearts↗ (another troubleshooter). What this page settles about hearts is one thing: Hostile Neural Networks needs six kills before the first heart.
What to do instead
Find a pyramid. Players locate it by its structure id,
allthemodium:ancient_pyramid.Move at least 40 blocks away from the piece you are watching, and stay within 128 blocks of it. Up counts: one player's farm has them waiting about 100 blocks above the floor.
Stay there, with the area loaded, and give it time. Only one Piglich can exist per spawn, so this is a trickle, not a flood.
Come back for it. If you leave the 128-block range, the one that spawned is gone.
Do not stand in the pyramid and wait. That is the single most reported approach in the posts behind this page, and it is the one the distance rule works hardest against.
If you have done all four and still seen nothing, this page cannot tell you why that particular pyramid is empty. The rule is clear; the failure is not. Three things are worth knowing before you spend an evening on it:
Lighting, an older pack version and a lack of room are already ruled out. Do not spend time on any of them.
Clearing the pyramid's spawners is a large job to do on a theory, and nobody has shown it does anything for Piglichs.
If one did spawn and was gone when you got back, that is normal rather than a second fault.
What is left is in Unresolved, including the one in-game test that would settle most of it.
What is already ruled out
Three things players tell each other to do, which the mod's own files rule out:
Lighting, or removing lighting, changes nothing. Allthemodium registers no spawn placement for the Piglich, so there is no light-level condition for it to fail. Lighting the pyramid will not stop Piglichs. That does not make the interior safe to light up: the pyramid's vanilla spawners are a separate system, and this page does not establish what lighting does to them.
"It worked in an older version" does not hold for the spawn rule. The structure's spawn override, including the weight and the one-at-a-time count, is unchanged since 23 June 2024 and is identical in the 3.0.1 jar. What did change recently is the mob's combat behaviour, not its spawning.
The pyramid is not too cramped. Each piece has about 1,760 positions with a solid floor and three blocks of clear space, which is what a Piglich needs. There is no shortage of legal spots.
Two more, from the same files:
The pack does not block Piglichs. All the Mods 10's own spawn rules deny zombies, skeletons, creepers, spiders, endermen, drowned and a few others at 15 each, and bats at 5.
allthemodium:piglichis not in that file. Those rules seed a new world rather than apply to an existing one.Nothing in the pack sets a mob cap, in the zip or in the pack's public repository.
About clearing the spawners
This page will not tell you to clear them, and will not tell you not to. Here is what is known, so you can decide.
Each pyramid piece holds about 20 vanilla spawners, roughly 80 per pyramid: wither skeletons, zombies, skeletons and witches. None of them is a Piglich spawner. Breaking them cannot change the Piglich's own chance, because there is no Piglich spawner to break.
Every spawner in the pyramid runs only while a player is within 16 blocks, and each stops once 6 of its mob are nearby. So they cannot fill anything up while you are away. And while you are close enough to run them, you are inside the 24-block radius where nothing spawns naturally anyway. Those two figures are the settings in the pyramid's own data. Nobody has read vanilla's own spawner behaviour for each of those fields, so what they mean in play is taken from the names and values the mod ships, not from the game's code.
Every loaded entity that is not classified as MISC counts towards the spawn census, with no exclusion for spawner-spawned mobs and none for persistent ones. So a zombie from a pyramid spawner does count like any other.
And one fact cuts against the flood theory: the pack already caps zombies and skeletons at 15 each, which are exactly the mobs those spawners make.
So: clearing spawners is at most an optional extra. Nobody has shown it does anything for Piglichs, and mining out a pyramid is a large job to do on a theory. The distance rule does not depend on any of this: see What to do instead.
One at a time, and they do not wait for you
The spawn override allows exactly one Piglich per spawn, and a Piglich never marks itself as persistent, so ordinary despawning applies to it: gone once nobody is within 128 blocks, and removable at random beyond 32.
So "I cleared the pyramid, came back later, and it was empty" is normal. One player reported seeing two or three across several pyramids and none returning, which is the closest public match to what the files say.
If you searched for the error in your log
If you are here because of this line, repeating many times a second:
The mob spawn amounts list for mob allthemodium:piglich is missing!That is not a natural-spawn problem. On the one issue where somebody tracked it down, it came from a powered spawner being pointed at a Piglich, and it stopped when that spawner was removed. The same line appears on an earlier All the Mods 8 issue, where the cause was not established. Players also report that the spawn egg, mob swab and soul vial routes do not work on a Piglich. Two of those three are no longer reports. This pack blacklists the Piglich from the Mob Swab, so no used swab is made; and the Soul Vial refuses it twice over, by the pack's own line and by Ender IO's default list. The spawn egg is still only a report here.
Hostile Neural Networks needs six kills before the first heart
The Piglich drops exactly one Piglich Heart per kill, every time, with no looting bonus.
Hostile Neural Networks can farm them, but not from a standing start. The pack ships a Piglich data model, and the Loot Fabricator gives 4 hearts per prediction. The catch is in the tiers:
A fresh model is Faulty, and a Faulty model cannot be simulated at all.
Basic needs 6 data, and at Faulty each kill is worth 1.
So at least six Piglich kills come before the first simulated heart. The pack's quest text points at Hostile Neural Networks without saying that.
Everything else in the pack that involves a Piglich Heart consumes them: the alloys, an Occultism ritual, a Mystical Agriculture recipe, and the 9 to 1 block recipe. The quest also points at an Ender IO route, and two of Ender IO's have been read since: the Soul Vial and the Powered Spawner both refuse a Piglich, because this pack tags it as a boss and Ender IO's own default lists already cover bosses. Whether any other Ender IO item handles a mob was not read.
Six kills is not the only way to a heart, and the rest is not on this page. A Drygmy takes hearts off a jarred Piglich without killing anything. The rate it gives, what it costs to set up, the machine routes, and what three players report going wrong with the Drygmy are all on farming Piglich Hearts↗ (another troubleshooter).
Unresolved
Why any given pyramid is empty. The rule is clear, the failure is not. The two candidates the files support are the 24-block exclusion and the local monster cap, and neither is confirmed as the cause.
The cap scaling, as above.
In Control's own semantics: whether its limits count world-wide or nearby, and whether they apply to spawner spawns as well as natural ones. Its source was not read.
A pack maintainer's comment that "we recently changed the mobcaps for servers", on the issue where a player asked why Piglichs would not spawn. No such setting is in the pack files or in the pack's repository, so it stays unexplained rather than guessed at.
Whether vanilla's Piglin carries its own spawn rule that the Piglich inherits, for example a peaceful-difficulty one. Minecraft's source is not public and no NeoForge patch covers it. An in-game test on Peaceful would settle it.
Whether breaking the pyramid matters. One player reports mining a pyramid out and spawns stopping; another reports destroying one and a farm working. Different packs, two years apart, and no source settles it. This page does not suggest destroying anything.
Whether a mod reads the boss tag in code rather than in a tag file. The twelve blacklists above are tag data, and a mod that gated capture or spawning in its own code would not show up in a scan of tag files. Nobody has scanned the jars for that.
Nothing here was tested in game. One test would settle most of it: stand 40 or more blocks from a pyramid piece on Hard, with the interior spawners removed, and watch.
Sources: Allthemodium 3.0.1 at commit 01a4025 and the shipped jar: data/allthemodium/worldgen/structure/ancient_pyramid.json (the spawn override and its history), the four ancient_pyramid_1..4.nbt templates (no entities, the spawner list and their settings), registry/ModRegistry.java and entity/PiglichEntity.java (the monster category, size, and the absence of any persistence call), data/allthemodium/loot_table/entities/piglich.json. NeoForge 21.1.251 patches on branch 1.21.1: NaturalSpawner (the 24-block minimum and the census), MobCategory (the 128 and 32 distances), Mob (checkDespawn), SpawnPlacements, IEntityExtension. Hostile Neural Networks 6.5.1: the Piglich data model, the model tiers and the Loot Fabricator entry. All the Mods 10 8.2: defaultconfigs/incontrol/spawn.json, kubejs/server_scripts/Tweaks/tags.js, the quest text, and the pack's public repository at e5e3d1d. For the boss tag and what reads it, transcribed from the same files as drafts/piglich-hearts-v7.md: Ender IO 8.2.12-beta EntityCaptureUtils, PoweredSpawnerBlockEntity and its default blacklist tags; Mob Grinding Utils 1.1.10 ItemMobSwab; Ars Nouveau 5.13.1 DrygmyTile and its Drygmy and jar blacklist data files; and the sweep of every entity-type tag file in all 464 jars this pack ships. Player reports and wordings from Reddit and the All the Mods issue trackers (Beacon).