Righteous Wrath Online Community

General => Game Chat => Minecraft => Topic started by: Thorin on September 06, 2012, 09:20:17 AM

Title: Mob spawning rate
Post by: Thorin on September 06, 2012, 09:20:17 AM
So Pants has asked a couple of times in-game: has the mob spawning rate been changed on our server?  I've noticed that I've spent entire nights outside without even a skeleton spawning (no creepers, that's fine by me!), and with no one else on for the mobs to be spawning around.  So any chance that when you installed Bukkit, the mob spawning rate somehow got affected, Tom?
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 09:24:07 AM
I think the difficulty setting may have been changed, but I noticed this too, not that I'm complaining
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 09:27:03 AM
Possible solution here?  http://forums.bukkit.org/threads/hostile-mobs-not-spawning.83971/#post-1208654

Pants is trying to make a mob farm, so he'd like it set to at least the normal spawning speed :)  And I kinda miss being able to get the last three or so levels needed to get to 30 before enchanting by simply going outside and culling the world's creeper population.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 09:35:50 AM
Another possible solution? http://forums.bukkit.org/threads/mob-spawn-rate-so-low.70580/#post-1148887
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 09:40:13 AM
Again with the mob farms, I don't understand the appeal anymore.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 09:51:59 AM
I think he actually uses it as a drop farm, not an xp farm.  But he was complaining that he couldn't even go out at night and fight monsters to gain some levels or get bonemeal and gunpowder and string.

Here's another possible solution (and Tom installed NoLagg, so this might be the best solution for us): http://forums.bukkit.org/threads/problem-with-mob-spawning.50158/#post-898091
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 09:56:16 AM
Fine, as long as areas that DON'T use cheaty spawners don't end up being overrun by mobs.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 10:11:55 AM
Not sure what you're definition of a "cheaty" spawner is, but if you're talking about darkened buildings that encourage hostile mobs to spawn so that you can kill them and take their drops, well, that doesn't seem all that different from having an underground herd of cows to kill and take their drops.  If you're talking about an xp farm built around a mob spawner found in a dungeon, well, that's using in-game elements to your advantage, not all that different from stripping all the rails out of an abandoned mine; it's not even taking advantage of a glitch or bug.

The xp farm isn't nearly as necessary as it was in 1.2.5, though, I agree with you on that.  Although I will say that in digging out my giant underground room I have come across far too little ores, and the xp I get from smelting the cobble is curtailed by the lack of coal I'm finding, so I'm burning through enchanted diamond pickaxes faster than I'm gaining level 30, so I need some way to add xp or face the prospect of mining out this giant room with non-enchanted pickaxes (costing probably three times as many diamonds in the process).

As far as getting overrun by mobs, Pants was just hoping for it to return to the same spawning rate as vanilla Minecraft.
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 10:17:04 AM
I think it would bother me less if there were only one or two mob griders on the server but there are more now and I can feel it when people idle near them.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 11:31:16 AM
Quote from: Thorin on September 06, 2012, 09:51:59 AM
I think he actually uses it as a drop farm, not an xp farm.  But he was complaining that he couldn't even go out at night and fight monsters to gain some levels or get bonemeal and gunpowder and string.

Exactly.  A drop farm for items, not a farm that allows mobs to pile up.

I also really enjoy dangerous caving and being constantly alert for a creeper attack while building.  I don't play on peaceful mode because I find it rather dull.
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 11:37:54 AM
I agree with you there, nothing more exciting than spelunking and making sure your armor and weapons are in good order for some fun!

Drop farm isn't so bad I guess, before the changes to XP there were a few players who would idle in the xp farms and it would sometimes make things laggy, which sucks when you spend a lot of time noob-towering your way up on a large scale build and blocks beneath you keep glitching out (eg http://mc.tomasu.org/#/527/64/-121/-2/0/0 )
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 12:01:55 PM
It may be a combination of NoLagg and me setting the view-distance to 8 to try and cut down on lagg. One of those threads seem to say that a view-distance of less than 10 may also effect the spawning rate.

I've changed the view-distance setting, if that doesn't help, I'll play with the bukkit and nolagg settings.
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 12:20:16 PM
Man, that explains why I was having such a bitch of a time taking screenshots the other day, I'd move too far and I'd lose the background vista I was trying to capture.

Ok, makes sense now.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 01:43:51 PM
Yah, not sure we really needed NoLagg?  Most of the time, it played fine, even with four or five players on...  My lag problems on my old computer had more to do with dust between the chip and the heatsink than anything else :P  I do remember a couple of times we asked for a reboot because things appeared laggy, but that could just as easily have been internet problems.

I did a bit of that idling, but I tended to do it when other people were not online, late at night.  I tried leaving it overnight one time and found myself logged out and on top of a structure tall enough to kill me when I stepped off (boy, that sucked), so I never left myself idling if I wasn't in the same room as the computer after that.  And if you're sitting there by the computer and hear a hundred skellies, might as well go beat 'em with a piece of bread and try to get the xp orb headswarm :)

Anyway,
Quote from: Tom on September 06, 2012, 12:01:55 PM
I've changed the view-distance setting, if that doesn't help, I'll play with the bukkit and nolagg settings.
Pants, Mr. A, and anyone else, please report how the game plays with this setting change.

Oh, and Tom, did you restart the server after the change?
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 01:56:59 PM
Quote from: Thorin on September 06, 2012, 01:43:51 PM
Yah, not sure we really needed NoLagg?  Most of the time, it played fine, even with four or five players on...  My lag problems on my old computer had more to do with dust between the chip and the heatsink than anything else :P  I do remember a couple of times we asked for a reboot because things appeared laggy, but that could just as easily have been internet problems.

I did a bit of that idling, but I tended to do it when other people were not online, late at night.  I tried leaving it overnight one time and found myself logged out and on top of a structure tall enough to kill me when I stepped off (boy, that sucked), so I never left myself idling if I wasn't in the same room as the computer after that.  And if you're sitting there by the computer and hear a hundred skellies, might as well go beat 'em with a piece of bread and try to get the xp orb headswarm :)

Anyway,
Quote from: Tom on September 06, 2012, 12:01:55 PM
I've changed the view-distance setting, if that doesn't help, I'll play with the bukkit and nolagg settings.
Pants, Mr. A, and anyone else, please report how the game plays with this setting change.

Oh, and Tom, did you restart the server after the change?
I /reload'ed the server. Which reloads the config.

As for nolagg, the only bits left atm are grouping items, and some item spawn throttling. I'd like to turn on the chunk loading bits, but the 1.3.1 version of the plugin is a bit buggy in that regard (the chunk you land in tends to not be there).
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 02:02:49 PM
I wonder if that explains the problem with boats?
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 02:06:49 PM
Quote from: Mr. Analog on September 06, 2012, 02:02:49 PM
I wonder if that explains the problem with boats?
It's possible that the view distance stuff had something to do with it. If you cant see what you hit, or the game thinks it hit something because you hit /nothing/, then who knows. I actually turned it up to 12. forget 10. Forget 11! 12 is where its at.
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 02:33:10 PM
lol
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 02:34:19 PM
Damn, now I wanna test it instead of doing work :P
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 03:04:13 PM
Quote from: Thorin on September 06, 2012, 02:34:19 PM
Damn, now I wanna test it instead of doing work :P
You're welcome.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 03:37:07 PM
I just walked around outside in the dark for about 5 minutes and found two mobs.
Title: Re: Mob spawning rate
Post by: Mr. Analog on September 06, 2012, 03:44:29 PM
So back to normal-ish?
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 03:45:57 PM
Quote from: Mr. Analog on September 06, 2012, 03:44:29 PM
So back to normal-ish?
I'm more used to being inundated with mobs. So I'll try tweaking it some more after work.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 03:58:54 PM
Two mobs in five minutes in the dark, as Pants reported, that's not normal yet.  If there were other people on, the mobs might have been spawning around them instead of around Pants, but still, even with four other people on, at night I would see at least a half-dozen mobs (skellies, zombies, and creeps) whenever I ventured outside.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 04:02:02 PM
Yeah, it's definitely not normal.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 06:39:37 PM
I just did a bunch of caving, and I only ran into like 3 mobs.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 10:10:23 PM
Quote from: Thorin on September 06, 2012, 10:11:55 AMIf you're talking about an xp farm built around a mob spawner found in a dungeon, well, that's using in-game elements to your advantage, not all that different from stripping all the rails out of an abandoned mine; it's not even taking advantage of a glitch or bug.

I'd just like to mention right now that I'm in the process of making some farms (not sure if they are going to be XP farms or just straight drop farms) based around some spawners I've found while caving.  Don't hate me for that.  I know that some people think using spawners for farms is cheating, but I'm on Thorin's side with this - it's using the in-game elements and rules.

I'd also really like to say that my first priority in making these spawner farms is to make them toggle-able so I can turn them off with the switch of a lever.   I know the havok that overrun mob spawners can wreak on a server and I'd never do that here.  Before I even started messing with the spawners I found, I went into singleplayer and worked up a way to stop mob spawning within a spawner chamber using Jack o' Lanterns and Pistons.

http://imgur.com/a/jFsdv

Going AFK for extended periods of time within range of a spawner is just assholeish behavior.  I'd never do that.
Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 10:31:31 PM
With mob spawners, you don't need to have an on/off switch because they stop spawning as soon as your out of a pretty short range.  It's the dark room spawners where mobs will still spawn if you're six chunks away.  But hey, nice design to turn it off and on again, though!

If you're the only one on and you wanna sit and idle at an xp farm, there's nothing wrong with that.  Just check every few minutes to see if someone's logged on, and if they have, start killing monsters (you monster!).
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 10:50:24 PM
I disabled the spawning bits of nolagg, hopefully that helps. If it doesn't I'll try restarting the server to see if theres an issue where bukkit and or its plugins don't like to fully respect config changes on config reload.
Title: Re: Mob spawning rate
Post by: Pants on September 06, 2012, 11:09:04 PM
Quote from: Thorin on September 06, 2012, 10:31:31 PM
It's the dark room spawners where mobs will still spawn if you're six chunks away.

Those mobs will instantly despawn if a player is more than 128 blocks away.

http://www.minecraftwiki.net/wiki/Spawn#Despawning

QuoteA mob will immediately despawn if ever there is no player within 128 blocks of it.

Title: Re: Mob spawning rate
Post by: Thorin on September 06, 2012, 11:21:50 PM
Yah, 6 chunks x 16 blocks per chunk = 96 blocks away.  My statement was not wrong :)

Tom, thanks for disabling NoLagg, YellowBear reported a bunch more mobs this evening, so maybe that's all it took.
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 11:24:09 PM
Quote from: Thorin on September 06, 2012, 11:21:50 PM
Yah, 6 chunks x 16 blocks per chunk = 96 blocks away.  My statement was not wrong :)

Tom, thanks for disabling NoLagg, YellowBear reported a bunch more mobs this evening, so maybe that's all it took.
I just did it like 30 minutes or so ago.
Title: Re: Mob spawning rate
Post by: Tom on September 06, 2012, 11:45:41 PM
Ok, so not directly related to this problem, I figured out what's causing LennyLen's problems:

http://forums.bukkit.org/threads/flymod-is-not-working-correctly.91205/page-3#post-1271034

Two bugs in vanilla, one of which that is fixed by bukkit, causes some really odd teleporting behaviour, like not being able to teleport, and just being sent back to where you were.
Title: Re: Mob spawning rate
Post by: Pants on September 07, 2012, 08:42:02 PM
Hostile mob spawning look to be about normal, I think.
Title: Re: Mob spawning rate
Post by: Tom on September 07, 2012, 08:53:28 PM
Quote from: Pants on September 07, 2012, 08:42:02 PM
Hostile mob spawning look to be about normal, I think.
Good to know. I guess it needed a restart and /reload wasn't enough. So now I'm not entirely sure which change fixed it ;D