(Suggestion) For god sake, can we stop with changing the spawn rates.

Discussion in 'Suggestion Box Archives' started by Mrlegitislegit, Mar 14, 2013.

  1. This is all a game the mods like to play testing our skills for the mob arena.
  2. Theese two statements seem contradictory. If I understand the first one correctly, Y distance is currently not a factor when determining whether mobs are active. The second suggests that it is and may possibly be changed.

    I'm hoping the first one is correct and that it won't be changed, since it leaves me a way to make a nice workable darkroom.

    If you need to see examples, I can show you crops as well as mob drops doing this. I expect anything thrown in a water stream will work though.

    Thanks for the extra detail about these issues.
    jkjkjk182 likes this.
  3. Good post, much needed - many thanks!

    This is most definitely happening. That I think was where some of the complaints were coming from - people were lighting up huge areas but still getting spawns on top of them. It was almost as if MC was going;
    "I must spawn mobs, screw it, I'll just stick one here."

    I'll play with it and see if I can replicate it a few times, just to get a better explanation of what's happening.

    Again though, cheers for the info - very useful to know!
    melodytune likes this.
  4. So, our system has a doesnt have a Y check. So if I have a mob trap at the world height mobs are still spawning in the caves below my player. Or at least that is the gist I got
    Pab10S and jkjkjk182 like this.
  5. VANILLA checks 32 blocks, including Y.
    We have a 2ndary check, that is set to 32 blocks, but does NOT include Y.

    Our X/Z shoud match, but mobs not moving when +/- 32 Y on you is mojangs fault.

    I was stating I am wanting to remove mojangs check.

    Unless mojang has some seriously broken code, its just not possible:

    Code:
    if (worldserver.findNearbyPlayer((double) f, (double) f1, (double) f2, 24.0D) == null) {
    This says, only continue if I find no player what so ever within 24 blocks.
    Looking at findNearbyPlayer, I can not see any fault in their code

    Also - i need to make a correction. mob spawn radius is 4 chunks, not 5, so its 9x9 not 11x11

    I've made the following changes to density:

    Code:
    diff --git a/server/plugins/Empire/config.yml b/server/plugins/Empire/config.yml
    index f693420..55f772e 100644
    --- a/server/plugins/Empire/config.yml
    +++ b/server/plugins/Empire/config.yml
    @@ -9,8 +9,8 @@ entity-limiter:
       default:
         limit: 250
         mob-spawn-range: 4
    -    mob-spawn-max-cluster: 3
    -    mob-spawn-cluster-size: 16
    +    mob-spawn-max-cluster: 2
    +    mob-spawn-cluster-size: 20
    
    This should help a bit.
  6. Its a 24~23 block radius so 12 block's in any direction.

    If it was 23 in any direction dark room spawners would almost not work at all or be a real pain to make.

  7. For myself at least, Its not the problem of them not moving. I have water to flush them out. Its the lack of spawning at Y: 186, I only get about 2 spawns. From my experience this is working perfectly in vanilla
  8. I think you are confusing radius and diameter:p A 24 block radius is 24 in any direction, a 24 block diameter is 12 in any direction:)
    darkvilla likes this.
  9. And, this is great for people with darkroom grinders :p
  10. lol yes you are correct.:rolleyes:

    jkjkjk182 and ZBSDKryten like this.
  11. i've lived in the wild since i joined and i dont die often at all, i dont even own a sword i just run past the monsters :p
    darkvilla likes this.
  12. Player: GOD SO MANY MONSTERS?! HOW TO GET RID OF THEM?!
    Player's Concience: Spam... Left... Click...
  13. Not really, since there is no Y check:/
  14. I think he means after my intended change.

    The Y check is what hurts mob movement. Removing the Y check means mobs will move even if they are 50 blocks above you.
    adsingh and Pab10S like this.
  15. I have no idea what anyone on this thread is talking about anymore.
    jkjkjk182 likes this.
  16. Oh, i thought our lack of a Y check was hurting movement and spawning. Because from what i have seen, mobs in my trap barely move. In vanilla i get about 2 stacks of gunpowder per ~15-20 minutes. On EMC, with an exact replica, i get about 9 gunpowder an hour.
  17. My trap doesnt even require movement, but spawn rates are horrible. Its build at above Y:200 and inside my trap is the only place for mobs to spawn, I stand at the optimal spot to get spawns but they just are not happening. Something is really broken here.
  18. what has happened lately with the spawn rate? now there is almost no mobs at my mobfarms, way slower than it ever has been.
  19. I don't believe golems should be affected much by this, but due to this thread natural spawning was adjusted to be less dense.

    Natural spawn grinders are pretty largely affected atm, but I will look into improving it soon as I can, but for now its low priority.

    But this really is a tricky problem, as its very hard to balance something that works for grinders but doesnt flood normal wild spawns...

    and lets be clear - we will never be reverting the changes made, as the vanilla system is so broken that people using grinders causes so many spawning problems in the wild, and especially with more and more people using grinders now, the wild spawn would be destroyed w/o our changes.
    ZBSDKryten likes this.
  20. oh. fast response :) thank you. will you post an update when the tweaking eventually are done/modified?