NutjobBob

Last active 3 years ago

  1. 6 years ago
    Mon Aug 21 18:19:30 2017

    Yes, just bear in mind that because of server lag the spawn rates will be lower and it will take longer to reset. You also need to make sure you keep the whole farm loaded while it resets and runs (ideally by standing in the middle of it). Also will need to be reset if it ever becomes unloaded, i.e. if you leave the area or the server restarts.

  2. Sat Aug 12 23:06:00 2017
    NutjobBob posted in Map Reset.

    Ayy nice :)

    @2Chill p.s. upvote this one also as it seems to directly respond to the mansion and end issue .
    https://bugs.mojang.com/browse/MC-96998

    That's the one I posted about yesterday in the mansion thread. If you read the comments someone gives a fix Crafty could implement to make the mansions generate again. I'm hoping he saw it in the other thread :)

  3. Sat Aug 12 19:57:49 2017
    NutjobBob posted in Map Reset.

    @2Chill Agreed i have found end citys also with chest already broken and the items laying on the floor where the chest should be as i saw someone else mention but i don't see how reseting as you said is going to help anything considering ongoing mojang bugs.

    If you want these bugs fixed please please make an account on the bug tracker and upvote the issues so they get the attention they need.
    I often respond to threads complaining about bugs with links to the relevant bug on the bug tracker, All too often I get the feeling that these go ignored because people can't be bothered to follow the link. If you want bugs to be fixed you need to bring them to the attention of the developers, whining on the forum of a single minecraft server accomplishes very little.

  4. Sat Aug 12 19:51:12 2017
    NutjobBob posted in Map Reset.

    @R4iscool1 Doing the maths as well would show that players would constantly be running into each other at 30k, consider the average player Base which can be said to encompass 100 square blocks though many far exceed that, within a 90k area there can only be 450 of the 200 block squared patches for building. That's less than our player Base.

    Your maths is a bit off, a 30k wide map has space for 4.5 million 200 square block bases. I'd be surprised if that's less than the player base.

  5. Sat Aug 12 17:36:32 2017
    NutjobBob posted in Map Reset.

    @R4iscool1 We didn't touch the end with the partial reset AFAIK, so I can't see how your claims about the end cities could be true on he wide scale unless it's some mojang bug I'm unaware of, in such case a reset would not solve it.

    End dungeon chests spawn destroyed, items on the ground

    Also same bug I posted about yesterday when I suggested the fix for the woodland mansions not spawning effects end cities. If only some of the chunks the end city is are generated and then unloaded parts of the end city that are supposed to be in the chunks that weren't generated don't appear when those chunks do get generated.

  6. Sat Aug 12 00:17:02 2017
    NutjobBob posted in buying a creeper farm.

    @Jordi223b You should also consider that in singleplayer the mob cap is (I think) 70, while on multiplayer is a number dependant on the number of players and chunks loaded.

    It still depends on the number of chunks loaded so is effected by SP render distance. I think 70 is with whatever the default render distance is.

    @ShadowHunter7_ is there a way that i can make these server low spawn rates in a singleplayer world to test farms

    More less what @Jordi223b said, you need a hostile mob switch/peaceful mode switch with slightly fewer mobs in than the mob cap. Just put a bunch of withers in a box (or any other mob that doesn't despawn) and add to it until the spawn rates slow down to what you want.

  7. Fri Aug 11 23:54:45 2017
    NutjobBob posted in Woodland Mansion.

    This is being caused by this bug .

    As I understand it the game stores mansion details in a .dat file separate to where chunks and the rest of the terrain are stored. Resetting a chunk with a mansion in without deleting the data on that mansion in the mansion.dat file causes the mansion not to generate again. When the chunk does get generated again the game finds the mansion data in mansion.dat and thinks it's already been generated so it doesn't do it again. Which leave us with no mansion.
    Apparently is also the cause of mansions sometimes only partly spawning of being cut in half.

    @CraftyMyner Seems like you can fix this by resetting the mansion chunks again and deleting the mansions in reset chunks from the mansion.dat file.

    This is presumably going to cause other structures such as ocean monuments and villages to fail to generate too. I seem to remember a post about a missing monument and one about a missing village. I assume these could be fixed in a similar way.

  8. Thu Aug 10 13:15:45 2017

    @AssaultSquid I think you might be misunderstanding how the game handles the hostile mob cap and mob despawning. I'm going to try to clarify some things, @BluePlauge look away now :P

    Chunks, and how they effect hostile mob spawning can be split into 3 types, I'm using the CM render distance of 5 to show which are which:

    1. Unloaded (beyond 5 chunks away from a player)
    Mobs cannot spawn or despawn
    Mobs do not count towards the mob cap
    Mobs (and other entities) are saved though, so they will be there when the chunks are loaded again

    2. Loaded, entity processing chunks (within 3 chunks of a player)
    Mobs can spawn and despawn, as long as they're outside 24 or 32 blocks of a player
    Mobs do count towards the hostile mob cap

    3. Lazy chunks (between 3 and 5 chunks away from a player)
    Presumably to save processing power mobs (and other entities) only get processed if they're in the
    centre of a 5x5 area of chunks. This means the last two chunks loaded around a player don't process
    mobs, these are called lazy
    Mobs can spawn, but cannot despawn
    Mobs do count towards the hostile mob cap

    You can see the problem is with the lazy chunks. If a player is standing still mobs will tend to accumulate in these, and fill up the mob cap so new mobs can't spawn.
    If the render distance is higher this isn't a problem because the lazy chunks make up such small percentage of the area mobs can spawn. On CM however lazy chunks make up just over 59% of the spawnable area (I'm assuming a 2D area, you do the maths). Meaning in each spawn cycle over half the mobs spawned can't despawn and just sit there filling up the mob cap. Killing mobs a player therefore the mobs in lazy chunks to fill the cap faster, the opposite to what you've said.

    @Tez1010 It's also important to remember that the the mobs cap is shared between players. So even if you slab the lazy chunks around you the mobs will just go spawn around someone else and fill the mob cap anyway. Slabbing is probably a good idea in the nether or end though. Different dimensions have separate mobs caps and and most people tend to be in the overworld so you don't have the same problem.

  9. Wed Aug 9 18:11:49 2017

    @Scrappy_Dont I beg to differ: https://arstechnica.com/gadgets/2017/08/intel-i9-7980xe-launch-date-price/

    Perhaps in September the server will be an absolute behemoth.

    Sadly, as R4 mentioned minecraft is almost entirely single threaded and doesn't make use of multi-core processors very well. As I understand it that one would actually be a downgrade from the 5.0 ghz processor the server has atm. Crafty posted a pic of the server usage distributed across different cores a while back in this thread . You can see it's only using one core.

    Increasing the server restart frequency is really the only way to improve mob spawn rates. Even then I question if it's worth it given that any spawn rate increase from the restart is going to be lost very quickly (probably in less than a few minutes.

    I'd also like to point out that as far as mob loot is concerned this mainly effects only gunpowder and slime. Nether and end spawn rates are less effected because they have separate mob caps and most players tend to be in the overworld. In my opinion it's not too much of an issue that a couple of items are rarer than they should be.

    I do agree though that it makes hardmode a cakewalk which is a bit of an issue. Again though restarting more often would only impact this for a very short period of time.

  10. Thu Aug 3 18:31:06 2017
    NutjobBob posted in I need some help.

    @HaloNest The icon on here is done purely based on the forum username, so if your forum username is Notch it will show the face of the Notch skin. That doesn't have anything to do with the actual minecraft username of whoever is posting.

    What he's saying is that his minecraft username is FlamingWaffles48, but for whatever reason someone previously created an account on the forums with that username meaning he can't have his minecraft username as his forum username.
    @FlamingWaffles No reason for you to lie, and I don't doubt you, but just be aware there is no way for us to tell what your minecraft username is and if it is actually FlamingWaffles48 as you say. If you feel the need to prove it post a screenshot of you saying "I like bananas!" in game chat.

    The real question is why someone else would decide to make a forum profile with the username FlamingWaffles48 if that wasn't their IGN...

    The real real question is how do we know if anyone on this forum is actually who they say they are. For all we know @Blackened_Dawn could be a 15 year old Italian kid and not the real Blackened_Dawn.
    Well...probably not :P

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