RebelGamer101

Last active 4 years ago

  1. 8 years ago
    Fri Feb 3 17:33:57 2017
    RebelGamer101 posted in A castle.

    well, my images dont work apparently

  2. Fri Feb 3 17:32:54 2017
    RebelGamer101 started the conversation A castle.

    Hey everyone o/

    Just thought I'd share my base. It's still a work in progress and it's pretty plain, but I will work on the details once I finish the terraforming and wall. I would eventually like to invite others to join me to help build and populate the surrounding areas. There is a chain of islands, some guardian temples, and a land mass with a lot of biomes 400-500 blocks away that stretches on forever.

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  3. 9 years ago
    Wed Apr 20 23:22:23 2016
    RebelGamer101 posted in The source of our lag!!!.

    Hey Guys. Didn't realize I made the top 10 list for entities -_-

    My bad.

    The screenshot from Crafty above of the caves is from under my base. I didn't realize not lighting the underground up would cause any issues. I was quickly reaching 250~ entities and couldn't figure out why. Crafty suggested lighting up everything under our bases. While I don't necessarily like this idea, it may be the only solution until Mojang gets their stuff together.

    I dunno if I'm the only one who doesn't light everything up, but this is in part because I'm using a shader so I can just carry a torch in my off hand to see where I'm going. Another reason is to make my area a huge mob grinder/arena and to make it as dangerous as possible. The other reason is to keep x-rayers and cheaters from finding me easily.

    I may just try to find a way to trap the areas enough to keep mob counts low. I'll see how it goes. If not, maybe I'll cover the underground in a lot of lava.

    So if others aren't lighting things up and are unaware that it is adding to the server lag like I was, then try lighting everything up.

    This may not be as big of an issue when simply exploring, but when working around the same area, lighting up the underground areas around it helps. Above ground doesn't seem to be an issue since daylight burns most mobs anyway.

  4. Thu Apr 7 15:26:29 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    @pand1024 If you want a good test to see if your idea will work. Open a single player world set the the render distance to 4. Quickly mockup the most basic version using /fill and /clone. If it works theres a good chance it will work on the server.

    The builds I'm planning work great in single player. Good idea about testing with render distance down though.

    @NutjobBob This is great way to test if there is any problems with the grinder!

    TL;DR

    You're right, the bigger the spawning area the more spawns you'll get. The problem with the idea of 'stealing' mob spawns from other players is that you'll be killing all your pigmen very quickly, but other players probably won't be killing hostile mobs around them as fast. I think this means your farm will slow down over time (not 100% sure about this).

    This would actually be ideal if it works. My goal isn't to hog all the mob spawns. So if it degenerated over time that would be fine if I had an initial burst of production. I have seen mixed articles about how this would work. Some say it can consume all spawns in the world once it got running and others say it will degenerate over time and the chunks will need to be reloaded to get it going again.

    I know from my guardian farm over a year ago back in 1.8, the guardians seemed to work like a physical spawner. I could let the guardians build up no matter what and it would consume the mob cap very quickly. It took it nearly 30 minutes to get started though, but it seemed to not degenerate but "regenerate" over time and become more and more efficient as long as I was in range. Dark room spawning seems to work in reverse though, but I still need to test it.

    I've built one overworld dark room spawner so far and it was useless. I'm hoping to have better luck in the nether. Unfortunately, I may end up just having to use physical spawners (which I already have two of, spiders and skeletons). A nether spawner would be great for ghast tears and magma cream though.

    At the section of the nether I'm in, I'm also over top of a fortress which always has a ton of mobs in it. Hoping the same it true for that entire area of chunks and building spawn pads at build limit here will keep that same rhythm.

    Regarding the server render distance and redstone/mobs: Redstone contraptions keep running as long as they are within the loaded chunks.
    However in minecraft there are two different types of loaded chunks; fully loaded and lazy chunks. Fully loaded chunks process everything, lazy chunks don't process entites. For CM as far as I can tell the first three chunks out from the player (including the one you're in) seem to be fully loaded, and the forth is lazy. You probably don't want the farm running into lazy chunks to avoid the need for chunk loading.

    I noticed this too about the lazy chunk distance. Skeletons and zombies will be rendered but not moving and won't burn in the light til you are within range of them to move, which proves the four chunks loaded instead of five as they seem to disappear at five and don't burn til they are within three.

    The iron golems should still attack the pigmen when you're further than 32 blocks away as long as they're not in lazy chunks (might want to test this - I'm not sure).

    Also in case you're not aware I think there's an issue with the iron golem pigman farm. Pigmen can occasionally summon regular zombies as reinforcements, which will attack the golems. The golems will slowly die - this does take a while though.

    I don't mind the golems dying over time. I like to build things and I like to keep them maintained. That's the joy of MC for me :). The farm would be more for ghast tears and magma anyway since I have trouble finding magma in normal travel. Since I'm over a fortress, I was hoping for wither skeletons to spawn as well, but not sure that is how they work. I haven't read up on the mechanics regarding how they spawn yet and what conditions have to be met. It may be as simple as building the spawn pads out of nether brick in the fortress chunks, I dunno.

    I've got one pad built so far though and no spawns yet. I will build it to the render distance from a center pad and see how it goes. May be a waste of time, but I guess testing gives me some incentive. Just so I know for sure.

    Thanks for the input.

  5. Thu Apr 7 04:47:19 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    All of this has been helpful. Thanks for all the contributions. SO, it seems that the simple dark room mob grinders aren't going to be that efficient or even work at all when multiple players are online at once. But what if:

    I built a gigantic grinder. Let's take a nether grinder as an example since light levels won't matter. I build a 30x30 platform at level 220 on the nether roof and I build, from an epicenter, one in every possible chunk that can be loaded around this epicenter. Basically 4 chunks (roughly 2 platforms) in every direction. This would give me maximum spawn capabilities since there would be a flat area of opaque blocks extending for four chunks in every direction from the epicenter. I would be high enough above the spawnable regions below me so nothing would be spawning there.

    I could even stack the platforms a few times to create even more spawn points. In theory, this seems like it would create a perfect environment for spawns on SMP. It also seems like, in theory, that a setup like this could possibly steal most mob spawns from the rest of the SMP world if it got going (maybe at a down time when most players are asleep).

    I'm curious to know what others think about this idea and if it would be a feasible solution to the dark room grinders on SMP? The same concept could be applied to overworld grinders, although any grinder like this would be a massive build and take a lot of time (overworld grinders would also require a shit ton more resources).

    The only problem I see with a nether grinder is having golems as the grinders since all movement would stop before reaching the end of the render space at around 32 blocks away, even though the render space is double that. Is the same distance also true for redstone contraptions such as a piston grinder? I guess one solution would be to ride a minecart back and forth through the areas to have the golems and hostile mobs move, but this would also cause chunks to constantly unload and reload and really kill the efficiency I am trying to achieve.

    I enjoy doing builds like this on single player and it would be great if I could get one to work on multiplayer.

  6. Tue Apr 5 19:49:51 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    @pand1024 It's very unlikely that any kind of spawnerless mob grinder is going to work properly unless you have a very good handle on game mechanics. So you very well may be wasting your time.

    I thought I had a handle on the mechanics, but apparently I was wrong. I built in the middle of a giant deep ocean biome at near build height limit and I'm still working on lighting up all of the caves underneath, but so far no real luck in getting spawns in the grinder. I forget the formula now but apparently there is a mob spawn cap within a given Minecraft world. This cap is increased for each player on a server according to the wiki article I read.

    However, this doesn't seem to be the case. The mob spawn rate is much lower than I expected it to be. I didn't expect a ton of spawns, but a few every minute while I AFKed would have been better than nothing. In two days while putting on the final touches, there has been one skeleton and one spider spawn in the grinder. That's it.

  7. Tue Apr 5 19:45:40 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    @BoneChi11er wait then how does the iron farm spawn iron golems? Those things are huge. on a y axis?

    Iron farms spawn golems based on the number of villages and village size. You can create your own village from scratch. Some pretty complex mechanics behind making an extremely efficient one. YouTube has some good tuts for iron farms. Regular mob grinders don't seem to work with a lot of people on though. From my understanding, the mob limit cap is increased by extra players, but this seems to not be the case. The more players means less spawns in practice, even if the formula in the code says otherwise.

  8. Tue Apr 5 19:42:36 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    @pand1024 Are you trying to make a spawnerless overworld mob grinder?

    Yes. Apparently this doesn't work on SMP. Nothing spawns in it. Few mobs here and there, but nothing like it would be on single player. Gigantic waste of time, but at least I can turn it into storage or something.

  9. Mon Apr 4 21:33:42 2016
    RebelGamer101 posted in View Distance and Mob Spawns.

    Thanks for the answer Pand. Good to know I haven't been wasting my time

  10. Mon Apr 4 20:02:12 2016
    RebelGamer101 started the conversation View Distance and Mob Spawns.

    Hi. I have a question regarding chunks and how the server handles them. From my understanding, the server keeps 5 chunks loaded around the player and no more than that.

    Does the 5 "chunks to load" affect vertical distance? For instance, if I build a mob farm at the natural chunk height (256 blocks), and sit at the bottom of the farm (in the same chunk) more than 80 blocks below it (more than 5 chunks vertically speaking), will mobs cease to spawn even though I am legally still in the same chunk and within mob spawn range (128 blocks), or does the server's "chunks to load" distance stop mobs from spawning more than 80 blocks away (vertically speaking)?

    I'm asking because I have read a lot of articles on reddit and other sites where view distance does seem to affect mob spawn rates, and to get maximum spawn rates the view distance on a single player world has to be 16 chunks minimum (even for a vertical "same chunk" grinder). This is a much higher view distance than the server has implemented and I am wondering if I am wasting my time building this farm since the build exceeds the 5 chunk limit (vertically) and has an automatic redstone clock system that will need to remain running while I am more than 80 blocks below it (to flush the mobs and grind them).

    And one last thing. From my understanding, the view distance may not be the same as the loaded chunk area. For example, I can have my view distance cranked up and still see chunks I have traveled through even though they are outside of the 5 chunks currently loaded by the server, but the chunks really won't be loaded server side, meaning all redstone systems or mob spawns are stopped until I am back within the 5 chunk range even though I can still see the landscape in that area. Is this true?

    I hope this all makes sense and thanks in advance for any answers.

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