Opticraft Community

Discussion forum => Legacy => Archives => General Discussion => Topic started by: Midgetized on June 04, 2012, 04:16:25 am

Title: Monster Spawns
Post by: Midgetized on June 04, 2012, 04:16:25 am
I think a way to fix the monster spawn problem is to remove the cap of the monsters able to spawn on server, which would create massive lag server-wide but a way to remove that problem would to use a program that uses the /butcher command every hour server-wide so monsters in inactive chunks are removed.

Another idea is to make monster despawn in inactive chunks after 15-30mins if possible and leave the cap the same.
Title: Re: Monster Spawns
Post by: valkyrieX888 on June 04, 2012, 03:29:41 pm
I dont understand a bit on chunks.. So confused..    :P
Title: Re: Monster Spawns
Post by: Boshiwarrior on June 04, 2012, 04:01:47 pm
I tought the monster spawn was already fixed. I have seen them in caves a lot more (and in my house)!
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 04, 2012, 05:08:56 pm
I tought the monster spawn was already fixed. I have seen them in caves a lot more (and in my house)!

I don't know exactly if it was "fixed" or not.  But you're correct in that I've also noticed an increasing number of monsters spawning where they weren't before.
Title: Re: Monster Spawns
Post by: Midgetized on June 04, 2012, 05:50:44 pm
In another post by Zen00, he explains that he and an admin friend used /butcher command that removed all the hostiles on the map, so the cap got cleared and now they are spawning more frequently as of late.
Title: Re: Monster Spawns
Post by: ivy2112 on June 04, 2012, 06:08:37 pm
i am a little bit cunfused too :P
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 04, 2012, 07:03:20 pm
But what about people afking at their monster spawners?
All their mobs just disappear?
Title: Re: Monster Spawns
Post by: Lairy_Fliquid on June 04, 2012, 07:22:02 pm
Noted and paralyzed.
Title: Re: Monster Spawns
Post by: Midgetized on June 04, 2012, 07:43:46 pm
That's why you have it hourly, then people can be prepared, unless you can make it to where it's inactive chunks that are only affected. Then inactive chunks would need to be specific because atleast a 3x3 chunk area would need to be considered active around each player or else a single block of distance can make a big difference.
Title: Re: Monster Spawns
Post by: Zen00 on June 04, 2012, 07:50:00 pm
Midgetized, that is what the minecraft code is supposed to do automatically. The issue is that the built in code has been broken by a plugin of some type and hasn't been fixed yet.
Title: Re: Monster Spawns
Post by: illiwill on June 05, 2012, 03:08:19 pm
I dont understand a bit on chunks.. So confused..    :P


Chunks are 16x16 areas. These are literally the building blocks of minecraft.
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 06, 2012, 10:22:59 am
I think this could work, but make sure the xp is dropped still when they die. Hopefully I will be able to get some slime balls finally.
Title: Re: Monster Spawns
Post by: Midgetized on June 06, 2012, 05:15:12 pm
Yangus, exp is only dropped when a player kills it personally or it dies within 10 seconds of a player hitting it.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 06, 2012, 10:09:14 pm
This "/butcher" command really worked. It should be periodically done as of now to make the slimes spawn(please please) It would be nice! At least till we find which plugin broke the code and fix it. It is temporary.
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 07, 2012, 08:20:10 pm
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.
Title: Re: Monster Spawns
Post by: cschurz on June 07, 2012, 08:58:41 pm
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)
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 07, 2012, 09:02:11 pm
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.
Title: Re: Monster Spawns
Post by: cschurz on June 07, 2012, 09:53:18 pm
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.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 07, 2012, 10:10:54 pm
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
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 07, 2012, 10:41:22 pm
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

That sounds like a major bug to me...  If spawners can spawn without end, YET those spawns count toward the cap, you can easily have spawners preventing the random spawns from spawning.  That said, you can even cause the death of random spawns, since the spawners can spawn BEYOND the mob limit.  So if your limit is, say 10k, and your spawners have pushed the mobs to 12k, you won't have any new spawns until you kill over 2k worth of mobs...  Even then, those new spawns will probably be eaten up by the spawners.  Only way to get around that is the /butcher command, but as cschurz said, that's only a temporary fix and the cap will max out again in under 10 seconds.

I wonder if there would be a way to maybe slow the tick rate (for mob spawning), or possibly prevent mobs from spawning in vacant chunks?
Title: Re: Monster Spawns
Post by: Spyow on June 07, 2012, 10:46:20 pm
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
YET those spawns count toward the cap, you can easily have spawners preventing the random spawns from spawning. 
You lost me at the spawns spawning bit :P
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 07, 2012, 10:49:40 pm
You lost me at the spawns spawning bit :P

Meh...  I think what I said was pretty clear cut.
Title: Re: Monster Spawns
Post by: Zen00 on June 07, 2012, 10:54:20 pm
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.
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 07, 2012, 11:03:30 pm
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.

Hmmm, that does seem to make sense.  Even if the mobs do cap out in 10 seconds, odds are they would spawn across the map instead of just being focused in certain areas.  I do remember seeing skeletons and creepers in caverns after the last butcher command, but once killed they don't return until someone else issues a /butcher command.  Perhaps just the "refresh" every few hours would be enough to make the spawns seem "fixed"?
Title: Re: Monster Spawns
Post by: D00MKNlGHT on June 08, 2012, 03:56:01 am
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!!!
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 08, 2012, 03:58:32 am
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!!!

What are you talking about?  The butcher command kills HOSTILE mobs, not farm animals.  It's been used SEVERAL times in the past few weeks.  Learn how OUR commands work before you comment please.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 08, 2012, 08:26:40 am
I dont know actually what it does but did you see the Multiplayer chunk cache in the F3 screen? I think it limits the amount of active chunks(chunks seen by the player) around each player. Since only active chunks have activiy such as spawning, growing etc. the problem will be solved if we make that limit a little bit lower as monsters will always try to spawn in the active chunks and if we make them more less, they will spawn more slowly.

Btw. this multiplayer chunk cache also limits the render distance so if you do your render distance to far, you wont see any fog but a void like thing after the active chunks around you which means the chunks you see.

I used lots of terms sorry for that. If you dont know much about these terms, i suggest you should look to this page:
www.minecraftwiki.net/wiki/chunk (http://www.minecraftwiki.net/wiki/chunk)

Thanks for reading
-atd
Title: Re: Monster Spawns
Post by: ANTIKOYKOY on June 08, 2012, 11:26:14 am
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.
Title: Re: Monster Spawns
Post by: bigbeno37 on June 08, 2012, 12:32:55 pm
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.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 08, 2012, 01:43:57 pm
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.

MOJANG! JUST FIX THE SLIME SPAWNING PROBLEMS!!! I dont want anything else....
Title: Re: Monster Spawns
Post by: devzer0 on June 08, 2012, 06:49:45 pm
You could sell slime balls in the market too. You could set the price high to match the current economy and then slowly lower it. The price would need to start at least at the median or average of what a sticky piston sells for. Probably 6k ish.
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 08, 2012, 09:15:19 pm
What if they made a plugin that made the spawns from spawners not count towards the total count, and made monsters more than 144 blocks of a player de-spawn, and possibly making sunlight instantly kill mobs? Just some ideas.
Title: Re: Monster Spawns
Post by: Smiteme69 on June 09, 2012, 12:23:58 pm
and made monsters more than 144 blocks of a player de-spawn,

Minecraft as default despawns mobs further than 128 blocks from a player.
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 09, 2012, 12:34:03 pm
Ah sorry, my mistake.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 09, 2012, 02:14:31 pm
and made monsters more than 144 blocks of a player de-spawn,

Minecraft as default despawns mobs further than 128 blocks from a player.

This doesn't completely work with our server. I'm at the x:4500 z:4500 coordinates and the market is at x40 z:60 or something like that, when i tp from my city to the market and return, they still exist...
Title: Re: Monster Spawns
Post by: Zen00 on June 09, 2012, 03:35:06 pm
That's what's broken on our server and what makes spawning such a huge issue right now that everybody is wanting slimes,etc,etc, and what I've been saying this whole time. :/
Title: Re: Monster Spawns
Post by: ☣2crzy4uall☣ on June 09, 2012, 09:49:55 pm
I seen a tiny slime yesterday.....got 2 slime balls from him lol, first time in a month I've seen one. Cleared out a few chunks where he was and still nothing lol
Title: Re: Monster Spawns
Post by: Kascas on June 09, 2012, 11:50:59 pm
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.

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)*

Title: Re: Monster Spawns
Post by: ☣2crzy4uall☣ on June 10, 2012, 02:15:12 am
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.

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)*


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
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 10, 2012, 09:28:02 am
Found some mobs and slimes yesterday, I was really exited.
Today... None at all... :(
They really need to fix this.
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 10, 2012, 06:34:28 pm
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)*

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

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.
Title: Re: Monster Spawns
Post by: ☣2crzy4uall☣ on June 10, 2012, 06:46:12 pm
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
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 10, 2012, 07:23:58 pm
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

When you feel tired, log out... *LOL*
Title: Re: Monster Spawns
Post by: Kascas on June 10, 2012, 10:34:58 pm
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)*

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

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.

ah i see the problem now  :D
Title: Re: Monster Spawns
Post by: ☣2crzy4uall☣ on June 10, 2012, 11:18:01 pm
When you feel tired, log out... *LOL*
ONE MORE BLOCK ONE MORE BLOCK ONE MORE BLOCK ONE MORE BLOCK ONE MORE BLOCK
Title: Re: Monster Spawns
Post by: YangusTheGreat on June 11, 2012, 04:10:59 pm
We need to make the cap much bigger to solve the problem, because removing it completely would cause havoc.
Title: Re: Monster Spawns
Post by: Chief149 on June 13, 2012, 04:12:10 am
Perhaps have the server mark each chunk that has a player walk through it. Then every 3 hours process through the list of chunks and every chunk that didn't have a player walk through it gets butchered (enemy mobs only).

Possible plugin idea^

Or just raise the cap. I mean the server has 32gB of RAM in it. Sheesh lol.
Title: Re: Monster Spawns
Post by: atdfbttl15 on June 13, 2012, 10:33:38 am
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 :)
Title: Re: Monster Spawns
Post by: _Obi_Wan_ on June 13, 2012, 11:44:53 am
Ah...problems...problems....i was cowboy other day and lured the cow from over 3000 blocks to my place...yeap one cow in week of searching terain but i found her and now looking for bull to make more of them :-)
Anyway there is one mob/animal which we dont need search but make it,create it........it is a chicken :-) so new exp farm will be chicken farms :-) ...ah just joking arround even i want to cry ....yea there is big lack of mobs....i noticed that area arround me has only wolfs and they rarely show up even if i stand/walk arround for more then 20 min.
Something is happening.....could it be...nah...it cant....but wait....maybe,just maybe there is some evil forces which stealing world's mobs/animals.

P.S:I had huge desire just to write a story on topic,no offence folks :-)
Title: Re: Monster Spawns
Post by: Chief149 on June 13, 2012, 04:37:22 pm
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 :)

I'm an intermediate programmer in Java and C# and getting better for every day I get on my ass and work on programming LOL. But still memory usage with one world is 6gB + the 0.5gB for the classic server. Basically add a members world and you double the RAM in theory assuming each world uses the same RAM. I'd estimate that there'd be at least 10 spare gigs of RAM sitting there somewhere.
Title: Re: Monster Spawns
Post by: Xeadin on June 13, 2012, 05:04:34 pm
I do believe optical has rectified this issue by putting up a cap. However, we have noticed that mobs have been spawning in massive numbers within certain mob spawners (a la Mob Farms/ Grinders) which cuts down on the general mob distribution.

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.
Title: Re: Monster Spawns
Post by: Chief149 on June 14, 2012, 02:37:09 am
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.
Title: Re: Monster Spawns
Post by: cschurz on June 14, 2012, 03:23:01 am
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.

the mob cap is determined by bukkit based on how many players are online, active chunk count, distance between players, etc.
Title: Re: Monster Spawns
Post by: optical on June 14, 2012, 03:34:43 am
This problem is being looked into by the CB++ maintainer, but no eta or guarantee's. Not much we can do without getting our hands quite dirty in bukkits code.
Title: Re: Monster Spawns
Post by: _Obi_Wan_ on June 14, 2012, 06:16:18 am

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.
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.
Check it out but it does less spawn monsters,maybe cos it is Ocean biome but not sure.U could try to stop monster drop items on natural death like drawning and make to drop only when killed by player to stop making auto farms.I think problem is in auto farms where mobs die too fast causing them to spawn faster.That is just my opinion  :-\
Title: Re: Monster Spawns
Post by: Chief149 on June 14, 2012, 07:09:14 am
tbh I think an automatic /butcher of all enemy mobs accross the board every 2 hours or so would fix the problem somewhat. I mean sure monsters spawn when they can each 20th of a second (each tick) but doing an automatic butcher every two hours will redistribute the monsters over chunks that they weren't at before. Plus I have noticed monsters don't seem to spawn in chunks that people aren't standing in so more monsters near players possibly.

I think an auto-butcher every 2 hours should be tried at least. And then lets see what happens.
Title: Re: Monster Spawns
Post by: _Obi_Wan_ on June 14, 2012, 08:26:31 am
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  ;)
Title: Re: Monster Spawns
Post by: cschurz on June 14, 2012, 08:32:08 am
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  ;)

no we will not kill non-hostile mobs. (except chickens. chickens can burn for all i care.)
Title: Re: Monster Spawns
Post by: Chief149 on June 15, 2012, 12:37:06 am
Ya I heard the opticraft butcher plugin is designed only to kill non-friendly mobs.

anyways it seems like you all are somewhat ok with this. I'd like to see this implemented! I really think this would help the spawning problems because even though mobs spawn as fast as they do, they still get moved around, and will spawn in new locations that players are currently in.
Title: Re: Monster Spawns
Post by: Chief149 on June 16, 2012, 07:39:55 am
So what are the chances of what has been talked about in this thread being implemented on the server?
Title: Re: Monster Spawns
Post by: ViperZeroOne on June 16, 2012, 02:42:30 pm
I'd have to agree that having the /butcher command run every couple of hours, even if it's just to redistribute the mobs across the map instead of having them focused in certain areas, would probably be a very good thing.  It would automatically solve the spawners that are out of control, as well as possibly help with the lack of slimes.  I agree that it wouldn't be a complete solution, but since it could be done probably with a simple linux script it couldn't hurt to do it on a trial basis to try it out.
Title: Re: Monster Spawns
Post by: Chief149 on June 17, 2012, 01:48:56 am
Ok so to recap, the finished idea to temporarily solve the spawner issues is to run the /butcher -a command once every 2 hours. This will kill all enemy mobs, and cause them to respawn distributed over the servers active chunks better. The goal of this idea is to increase the number of mobs that spawn near players, and control some of the mob spawners.

That is basically the end-design of this topic.

I'd love to hear what Opti thinks if he gets a chance to respond.