I tought the monster spawn was already fixed. I have seen them in caves a lot more (and in my house)!
I dont understand a bit on chunks.. So confused.. :P
having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
i'm not sure if mobs from mob spawners are counted in the mob cap as they aren't spawned naturally.
having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
i'm not sure if mobs from mob spawners are counted in the mob cap as they aren't spawned naturally.
It can't be as there isn't a limit on how many mobs will spawn from a spawner as long as you get the mobs out of the escape area. This means that you can get 1000 mobs in a single place and still have mob spawns naturally and from the spawner. Normally, hostile mobs will spawn at night as we all know from single player. This mes that mobs will spawn every night a reach the spawn limit.(I'm not even talk about dark areas were mobs spawn even in the morning) But, when the sun rises, they all burn t death. As of 1.2, mobs AI(Artificial Intelegence) is improved and they try to escape from sunlight by running into a lake or hiding under a tree or a mountain. This actually slowed the mobs who die at sunrise and as a consequence of this, mob spawn limit reached. If we are going to use the /butcher command, we should do it every MC(MineCraft) morning and this means every 10 min. As you can imagine, It will ruin the game. But, we can still use it to make more mobs spawn but not as frequent. It won't be so efficient but it is better then nothing. Every 3 hours is a good timing in my opinion.
Sorry for the long post dont be a lazy guy and read it! Jk ;D
Thanks for reading :D
You lost me at the spawns spawning bit :PYET those spawns count toward the cap, you can easily have spawners preventing the random spawns from spawning.having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
i'm not sure if mobs from mob spawners are counted in the mob cap as they aren't spawned naturally.
It can't be as there isn't a limit on how many mobs will spawn from a spawner as long as you get the mobs out of the escape area. This means that you can get 1000 mobs in a single place and still have mob spawns naturally and from the spawner. Normally, hostile mobs will spawn at night as we all know from single player. This mes that mobs will spawn every night a reach the spawn limit.(I'm not even talk about dark areas were mobs spawn even in the morning) But, when the sun rises, they all burn t death. As of 1.2, mobs AI(Artificial Intelegence) is improved and they try to escape from sunlight by running into a lake or hiding under a tree or a mountain. This actually slowed the mobs who die at sunrise and as a consequence of this, mob spawn limit reached. If we are going to use the /butcher command, we should do it every MC(MineCraft) morning and this means every 10 min. As you can imagine, It will ruin the game. But, we can still use it to make more mobs spawn but not as frequent. It won't be so efficient but it is better then nothing. Every 3 hours is a good timing in my opinion.
Sorry for the long post dont be a lazy guy and read it! Jk ;D
Thanks for reading :D
You lost me at the spawns spawning bit :P
The reason for using /butcher IMHO is not so much about fixing all the issues, but about refreshing the mobs every once and a while, so people in areas with no mobs will have something to challenge them, and mobs that are statically sitting there will be refreshed to be in more useful positions as the location of the player population changes throughout the day.
I think running a /butcher command every hour would be a little much, but having the server automatically run it every 6 to 12 hours might be a good idea. Even if it's just to clean up improperly setup spawners that are generating massive amounts of mobs when people aren't even using them.
I think running a /butcher command every hour would be a little much, but having the server automatically run it every 6 to 12 hours might be a good idea. Even if it's just to clean up improperly setup spawners that are generating massive amounts of mobs when people aren't even using them.
You should be more CONSIDERATE as a moderator, some ppl have pig chicken cow farms, when u use /butcher all their livestock dies!!!
I say auto butcher every 3-4 hours as atd said. Or maybe try to remebmer when did the problem start and then if a new plugin was implemented by that time.. ( i ll blame the herochat :P but i think its before that ). But srsly you should do something even temporary for now.
I say auto butcher every 3-4 hours as atd said. Or maybe try to remebmer when did the problem start and then if a new plugin was implemented by that time.. ( i ll blame the herochat :P but i think its before that ). But srsly you should do something even temporary for now.
Should we do something now and potentially make it worse (or better!) or do we wait for 1.3 to come out so that we get XP for mining ores, smelting items, etc.? I vote for the latter, as it shouldn't be too long until it is released. Just stick with what you have as long as you can.
and made monsters more than 144 blocks of a player de-spawn,
and made monsters more than 144 blocks of a player de-spawn,
Minecraft as default despawns mobs further than 128 blocks from a player.
having the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
The thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawnhaving the server use /butcher every few hours would do nothing.
hostile mobs try to spawn every game tick (1/20th of a second) - this means that about 10 seconds after using /butcher, the mob cap is saturated again and monsters will essentially stop spawning until another /butcher is used. the command would need to be used every few minutes for anyone to notice anything (especially slimes)
Hmmmm.... Well would there maybe be a way to limit how many mobs can exist within a certain radius of a spawner? I know some of the blaze spawners can get up into the hundreds of mobs around them, lagging the chunk so badly you can't even move.
correct me if the following is not the point ;)
trying to understand the problem :D
are the spawners a problem?
spawners already have a max right?
until ofcourse, they get out of the escape area but...that takes time right?
so if they would be saturated within 10 seconds again, the mob spawners will not have time enough
to produce an ammount, that fills up the cap so much :-\
in wich the actual saturation of spawners replacing the regular mobs would take way longer then a couple mins?
am i close? :D
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else 8)*
correct me if the following is not the point ;)The thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawn
trying to understand the problem :D
are the spawners a problem?
spawners already have a max right?
until ofcourse, they get out of the escape area but...that takes time right?
so if they would be saturated within 10 seconds again, the mob spawners will not have time enough
to produce an ammount, that fills up the cap so much :-\
in wich the actual saturation of spawners replacing the regular mobs would take way longer then a couple mins?
am i close? :D
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else 8)*
Agreed... Since farms are designed to move the mobs away from the spawner it circumvents the maximum spawn capacity of the spawner. I've seen some blaze traps with hundreds of blazes in them and they just keep spawning because the spawner doesn't know to stop. I believe this also happens with the zombie/spider/skelly traps as well, but since there are so many of them on the server it maxes out the mob limit fast so you never get spawners with hundreds of mobs in them.Actually the other day i fell asleep at my skelly spawner, woke up 3 hours later and i couldnt even move there were so many, i couldnt hit them either, i had somone brew me some potions and ended up killing them all, it was horrible lol
Agreed... Since farms are designed to move the mobs away from the spawner it circumvents the maximum spawn capacity of the spawner. I've seen some blaze traps with hundreds of blazes in them and they just keep spawning because the spawner doesn't know to stop. I believe this also happens with the zombie/spider/skelly traps as well, but since there are so many of them on the server it maxes out the mob limit fast so you never get spawners with hundreds of mobs in them.Actually the other day i fell asleep at my skelly spawner, woke up 3 hours later and i couldnt even move there were so many, i couldnt hit them either, i had somone brew me some potions and ended up killing them all, it was horrible lol
correct me if the following is not the point ;)The thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawn
trying to understand the problem :D
are the spawners a problem?
spawners already have a max right?
until ofcourse, they get out of the escape area but...that takes time right?
so if they would be saturated within 10 seconds again, the mob spawners will not have time enough
to produce an ammount, that fills up the cap so much :-\
in wich the actual saturation of spawners replacing the regular mobs would take way longer then a couple mins?
am i close? :D
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else 8)*
Agreed... Since farms are designed to move the mobs away from the spawner it circumvents the maximum spawn capacity of the spawner. I've seen some blaze traps with hundreds of blazes in them and they just keep spawning because the spawner doesn't know to stop. I believe this also happens with the zombie/spider/skelly traps as well, but since there are so many of them on the server it maxes out the mob limit fast so you never get spawners with hundreds of mobs in them.
When you feel tired, log out... *LOL*
Or just raise the cap. I mean the server has 32gB of RAM in it. Sheesh lol.
Or just raise the cap. I mean the server has 32gB of RAM in it. Sheesh lol.
That RAM is for the second world coming up soon but i liked the idea. You must have a lot of programming knowledge :)
well if it is possible to make it so mobs made by mob spawners don't count towards the cap count (and raise the cap a little) then that should fix it.
Also what is the currently set mob cap, if I am permitted to know of course? Just curious.
I have one zombie spawner at my place ( /home _Obi_Wan_ ) that i protected and made it public for free to use,and when ever someone go there i tell that person to report me how many zombies spawn and so far average is 1 zombie in 5-10 sec. for first 10max then they spawn even less or takes up to 5 min to spawn single one.This is not made to be auto farm but a box with 2 block opening with wood fence door on bottom block.Maybe that design help to stop mass mob spawn as in mob farms.
We have had to 'butcher' the massive mob clusters quite a few times in the past. If you have a mob spawner that is going out of control, please let us know.
But wouldnt killing all mobs also killed cows,chickens,pigs,dogs and cats.....just wondering cos i lured my cows,sheeps and pigs from a distance of over 2000 blocks and use them for food,milk,wool and eggs....if they die my cake/pork chop distribution will die also :-\
They are fenced/caged just to keep them from that same faith ( griefer killing them ) and cage is ps protected.
So if u kill all mobs, my and similiar works will be waisted......i need my milk ;)