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.
Started by Midgetized, June 04, 2012, 04:16:25 AM
Quote from: YangusTheGreat on June 08, 2012, 09:15:19 PM
and made monsters more than 144 blocks of a player de-spawn,
Quote from: Smiteme69 on June 09, 2012, 12:23:58 PMQuote from: YangusTheGreat on June 08, 2012, 09:15:19 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.
Quote from: ViperZeroOne on June 07, 2012, 09:02:11 PMQuote from: 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)
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.




*Quote from: Kascas on June 09, 2012, 11:50:59 PMThe thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawnQuote from: ViperZeroOne on June 07, 2012, 09:02:11 PMQuote from: 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)
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
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?
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else*

Quote from: 2crzy4uall on June 10, 2012, 02:15:12 AMQuote from: Kascas on June 09, 2012, 11:50:59 PMThe thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawn
correct me if the following is not the point
trying to understand the problem
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?
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else*
Quote from: ViperZeroOne on June 10, 2012, 06:34:28 PMActually 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.
Quote from: 2crzy4uall on June 10, 2012, 06:46:12 PMQuote from: ViperZeroOne on June 10, 2012, 06:34:28 PMActually 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.
Quote from: ViperZeroOne on June 10, 2012, 06:34:28 PMQuote from: 2crzy4uall on June 10, 2012, 02:15:12 AMQuote from: Kascas on June 09, 2012, 11:50:59 PMThe thing is, most spawners are turned into grinders/farms so naturally the mobs are rushed away from the spawner asap, so that more spawn
correct me if the following is not the point
trying to understand the problem
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?
*hiding in a corner waiting for someone to totaly proove me wrong or tell me its something else*
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.
Quote from: ViperZeroOne on June 10, 2012, 07:23:58 PM
When you feel tired, log out... *LOL*