When I returned to Minecraft after a few months break I discovered that a version release had broken most XP farm factories on servers. They still "worked" but the spawn rate was massively nerfed making them useless for XP. Apparently servers reduce some settings in order to ensure performance and those reduced settings caused a massive nerf to spawn rates in the then current version (1.13? I can't remember).
Since *for me* Minecraft is all about designing automated stuff on a survival server, I rely on massively enchanted mending tools that require quick XP recovery. Thus the nerfed XP farms made the game no longer worth playing *for me*. But no fear, I quickly heard rumors that a fix was coming and that those farms would work again.
So... The million dollar question: Did that fix get done? Or should I keep playing my other games for now?
When I returned to Minecraft after a few months break I discovered that a version release had broken most XP farm factories on servers. They still "worked" but the spawn rate was massively nerfed making them useless for XP. Apparently servers reduce some settings in order to ensure performance and those reduced settings caused a massive nerf to spawn rates in the then current version (1.13? I can't remember).
Since *for me* Minecraft is all about designing automated stuff on a survival server, I rely on massively enchanted mending tools that require quick XP recovery. Thus the nerfed XP farms made the game no longer worth playing *for me*. But no fear, I quickly heard rumors that a fix was coming and that those farms would work again.
So... The million dollar question: Did that fix get done? Or should I keep playing my other games for now?
1.13.0 & 1.13.1 had acknowleged bugs that greatly impacted spawn rates.
Some reports on the official bug site claim this has been fixed in 1.13.2, but there are some potentialy still open reports and comments indicating some users disagree.
So, the $1x106 goes to… best to test your world in 1.13.2 (if possible converting directly ie without first converting to 1.13.0 or 1.13.1).
Would be interested to know your results…
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
1.13.0 & 1.13.1 had acknowleged bugs that greatly impacted spawn rates.
Some reports on the official bug site claim this has been fixed in 1.13.2, but there are some potentialy still open reports and comments indicating some users disagree.
So, the $1x106 goes to… best to test your world in 1.13.2 (if possible converting directly ie without first converting to 1.13.0 or 1.13.1).
Would be interested to know your results…
These problems were on 1.13.2.
Keep in mind that this is on a specific server (survival.famcraft.com), but here are more details on what I experienced:
- Ender XP farm: Older version (I think it was 1.12.2) worked amazingly to repair tools. In 1.13.2 see far too few endermen so it is just not worth it to use it for mending.
- Dark room miscellaneous mob farm (for drops, not XP). Again, it used to work well and not it is utterly worthless.
As it stands now I consider the game unplayable, at least for those like me that like to spend their time doing design and not manual "keep busy" work.
I know there are new designs that you can now make with auto-farms and furnaces. But I have no idea whether they are sufficiently effective at producing XP rapidly enough to repair my tools. And frankly... I don't want to bother unless I am guaranteed that my efforts will be rewarded with nearly-instant repairs.
The most frustrating thing is that I have double-chestfuls of bottled XP that I got back when I was repairing tools in the old days, as the part that came as raw XP for crafting instead of mending. If I could only apply that XP to mending!!!
Keep in mind that this is on a specific server (survival.famcraft.com), but here are more details on what I experienced:
- Ender XP farm: Older version (I think it was 1.12.2) worked amazingly to repair tools. In 1.13.2 see far too few endermen so it is just not worth it to use it for mending.
- Dark room miscellaneous mob farm (for drops, not XP). Again, it used to work well and not it is utterly worthless.
As it stands now I consider the game unplayable, at least for those like me that like to spend their time doing design and not manual "keep busy" work.
I know there are new designs that you can now make with auto-farms and furnaces. But I have no idea whether they are sufficiently effective at producing XP rapidly enough to repair my tools. And frankly... I don't want to bother unless I am guaranteed that my efforts will be rewarded with nearly-instant repairs.
The most frustrating thing is that I have double-chestfuls of bottled XP that I got back when I was repairing tools in the old days, as the part that came as raw XP for crafting instead of mending. If I could only apply that XP to mending!!!
As mentioned there are continuing complaints the efficiency of these has been reduced, but also many folks for whom they seem to work.
One possible explanation is the new mobs breaking the previous spawning rules: drowned spawn freely in water so farms that were positioned to take advantage of the presious natural spawn-proofing provided by oceans will be negatively affected; MobB spawns freely in air 20-35 blocks above a player (unless certain measures – such as standing under a light blocking block are taken). Depending on how the afk station is designed, this can also have a significant negative influence.
The newly available kelp can be auto farmed (similar to underwater cane, but with items now rising in water) but does require smelting (which can be automated) and crafting into fuel (kelp blocks).
Since furnaces now store Xp until an item is removed manually, any readily available fuel sorce can be uwed to feed a furnace equipped with input & output hoppers to store Xp which is then available 'on-demand' (The Xp is apparently stored without limit; some experiments have shown the amount of Xp orbs released can crash the game, but the numbers required are too high to be achieved accidently.)
[Interesting server, been having a bit of a looksee…
I'm unclear how (or if) some of the mods in use would influence spawn rates; nothing is immediately apparent, but neither am I fully familiar with the mods… ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The bottom of world Ender Ender farm sounds viable, and you only really need one per server. Maybe someone will build one at the bottom of the world or I might make myself it if the server owners commit to provide a warp to it.
The kelp/furnace farm might work in a private world where you can AFK or if you do all work in a small area so that it remains always active. On a server and with building projects on a wide area... not so good.
I also looked at other mending XP options, but none of them quite do the trick on a server with the typical settings that you find. The biggest problem is that servers do not allow AFK and so the design must generate massive XP very quickly when you are in range.
I fear that truly broke Minecraft *for me*. The only thing that kept it fun for me was the design challenge, but it is no longer viable without a quick and conveniently accessible mending XP source. I will just have to abandon Minecraft until something changes. Fortunately I found an excellent "design" game to play in the meantime (I doubt I am allowed to post the name publiclly, but PM me if you are interested).
I had a far from comprehensive look at famcraft so the following may not be of help:
1)
AFK (defined as >10 minutes) is banned, but is auto-fishing (using an 'AFK' fish farm for brief periods)?
is there a limit on mobs in a breeder?
how easy is it to find your own cage spawner?
By placing an auto-fisher, a wheat farm, and a chicken breeder all within the activation range of a cage spawner you may be able to assemble an Xp generator from parts.
2)
Is the nether attic (above y=127) available?
Pigaman farms there can still be effective in 1.13.2 (although the aggro chain requires more frequent refreshing, which would also likely prevent an AFK kick)
3)
What chance is there of developing to an ocean monument?
High-end guardian farms (eg gnembon's designs) are still Lvl0-Lvl30 in ~30 seconds…
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I'd have to check but I think the rules prevent (1) and (2). They are very strict on things that can cause lag.
(3) might be viable, but definitely require a warp. One of the many things that I like about the server is that they don't wipe maps unless absolutely forced. The current map is years old, so to get to an ocean with the new features you'd have to take a warp mainly intended for access to new player areas, so that you can reach a far out location. Those new player areas change over time... so the warp that got you there would go away after a while.
So, for now it seems that the best chance candidates are the bottom of the end Enders Ender farm and the High-end guardian farm. Of course, both require a chat with the server's admins. I'll have to look into that.
I'm surprised that nobody has mentioned the old render distance bug, which is the first thing that I always think of whenever I hear somebody mention low spawn rates; if the render distance is less than 10 mobs will freeze in "lazy chunks" and never despawn, but still count towards the mob cap:
MC-2536 View distance affects mob spawning (this is a very old bug, likely far older than reported, but only affected singleplayer since 1.7.4 since before then the internal server was fixed at 10 chunks; it may have occurred before 1.3.1 (pre-integrated server) as well, and in either case it always affected multiplayer. You can check the server's view distance by looking at the "MultiPlayerChunkCache" value in F3, which should be around 441 if the view distance is 10 (see table here). Since 1.13 significantly reduced performance it is very likely that servers have lowered their view distance).
There do seem to be other issues with mob spawning in 1.13+ though, either related to the way new mobs spawn or other factors.
Also, mob farms have always worked better when built lower down; the only change to this that I'm aware of occurred all the way back in 1.8, when the game started using the elevation of a particular column instead of the height of the highest loaded chunk section, in both cases the game chose a random y-coordinate across the range as the pack center (since the lc value was always a multiple of 16 this means that a platform built at y=0 can now be 16 times more efficient).
When I returned to Minecraft after a few months break I discovered that a version release had broken most XP farm factories on servers. They still "worked" but the spawn rate was massively nerfed making them useless for XP. Apparently servers reduce some settings in order to ensure performance and those reduced settings caused a massive nerf to spawn rates in the then current version (1.13? I can't remember).
Since *for me* Minecraft is all about designing automated stuff on a survival server, I rely on massively enchanted mending tools that require quick XP recovery. Thus the nerfed XP farms made the game no longer worth playing *for me*. But no fear, I quickly heard rumors that a fix was coming and that those farms would work again.
So... The million dollar question: Did that fix get done? Or should I keep playing my other games for now?
1.13.0 & 1.13.1 had acknowleged bugs that greatly impacted spawn rates.
Some reports on the official bug site claim this has been fixed in 1.13.2, but there are some potentialy still open reports and comments indicating some users disagree.
So, the $1x106 goes to… best to test your world in 1.13.2 (if possible converting directly ie without first converting to 1.13.0 or 1.13.1).
Would be interested to know your results…
Quote from ScotsMiser >>
1.13.0 & 1.13.1 had acknowleged bugs that greatly impacted spawn rates.
Some reports on the official bug site claim this has been fixed in 1.13.2, but there are some potentialy still open reports and comments indicating some users disagree.
So, the $1x106 goes to… best to test your world in 1.13.2 (if possible converting directly ie without first converting to 1.13.0 or 1.13.1).
Would be interested to know your results…
These problems were on 1.13.2.
Keep in mind that this is on a specific server (survival.famcraft.com), but here are more details on what I experienced:
- Ender XP farm: Older version (I think it was 1.12.2) worked amazingly to repair tools. In 1.13.2 see far too few endermen so it is just not worth it to use it for mending.
- Dark room miscellaneous mob farm (for drops, not XP). Again, it used to work well and not it is utterly worthless.
As it stands now I consider the game unplayable, at least for those like me that like to spend their time doing design and not manual "keep busy" work.
I know there are new designs that you can now make with auto-farms and furnaces. But I have no idea whether they are sufficiently effective at producing XP rapidly enough to repair my tools. And frankly... I don't want to bother unless I am guaranteed that my efforts will be rewarded with nearly-instant repairs.
The most frustrating thing is that I have double-chestfuls of bottled XP that I got back when I was repairing tools in the old days, as the part that came as raw XP for crafting instead of mending. If I could only apply that XP to mending!!!
THX for the further info…
RE Ender Enders
There were changes in the mob spawning algorithm between 1.12.2 & 1.13.n that makes these far more effective if built very low in the world (qv. EnderMINI - Simple Enderman Farm [Tutorial], and 1.13 Mob Spawning EXPLAINED![Fun Farms 23] )
RE Dark room spawners.
As mentioned there are continuing complaints the efficiency of these has been reduced, but also many folks for whom they seem to work.
One possible explanation is the new mobs breaking the previous spawning rules: drowned spawn freely in water so farms that were positioned to take advantage of the presious natural spawn-proofing provided by oceans will be negatively affected; MobB spawns freely in air 20-35 blocks above a player (unless certain measures – such as standing under a light blocking block are taken). Depending on how the afk station is designed, this can also have a significant negative influence.
The newly available kelp can be auto farmed (similar to underwater cane, but with items now rising in water) but does require smelting (which can be automated) and crafting into fuel (kelp blocks).
Since furnaces now store Xp until an item is removed manually, any readily available fuel sorce can be uwed to feed a furnace equipped with input & output hoppers to store Xp which is then available 'on-demand' (The Xp is apparently stored without limit; some experiments have shown the amount of Xp orbs released can crash the game, but the numbers required are too high to be achieved accidently.)
[Interesting server, been having a bit of a looksee…
I'm unclear how (or if) some of the mods in use would influence spawn rates; nothing is immediately apparent, but neither am I fully familiar with the mods… ]
Thanks ScotsMiser.
The bottom of world Ender Ender farm sounds viable, and you only really need one per server. Maybe someone will build one at the bottom of the world or I might make myself it if the server owners commit to provide a warp to it.
The kelp/furnace farm might work in a private world where you can AFK or if you do all work in a small area so that it remains always active. On a server and with building projects on a wide area... not so good.
I also looked at other mending XP options, but none of them quite do the trick on a server with the typical settings that you find. The biggest problem is that servers do not allow AFK and so the design must generate massive XP very quickly when you are in range.
I fear that truly broke Minecraft *for me*. The only thing that kept it fun for me was the design challenge, but it is no longer viable without a quick and conveniently accessible mending XP source. I will just have to abandon Minecraft until something changes. Fortunately I found an excellent "design" game to play in the meantime (I doubt I am allowed to post the name publiclly, but PM me if you are interested).
PM sent
I had a far from comprehensive look at famcraft so the following may not be of help:
1)
AFK (defined as >10 minutes) is banned, but is auto-fishing (using an 'AFK' fish farm for brief periods)?
is there a limit on mobs in a breeder?
how easy is it to find your own cage spawner?
By placing an auto-fisher, a wheat farm, and a chicken breeder all within the activation range of a cage spawner you may be able to assemble an Xp generator from parts.
2)
Is the nether attic (above y=127) available?
Pigaman farms there can still be effective in 1.13.2 (although the aggro chain requires more frequent refreshing, which would also likely prevent an AFK kick)
3)
What chance is there of developing to an ocean monument?
High-end guardian farms (eg gnembon's designs) are still Lvl0-Lvl30 in ~30 seconds…
I'd have to check but I think the rules prevent (1) and (2). They are very strict on things that can cause lag.
(3) might be viable, but definitely require a warp. One of the many things that I like about the server is that they don't wipe maps unless absolutely forced. The current map is years old, so to get to an ocean with the new features you'd have to take a warp mainly intended for access to new player areas, so that you can reach a far out location. Those new player areas change over time... so the warp that got you there would go away after a while.
So, for now it seems that the best chance candidates are the bottom of the end Enders Ender farm and the High-end guardian farm. Of course, both require a chat with the server's admins. I'll have to look into that.
I'm surprised that nobody has mentioned the old render distance bug, which is the first thing that I always think of whenever I hear somebody mention low spawn rates; if the render distance is less than 10 mobs will freeze in "lazy chunks" and never despawn, but still count towards the mob cap:
MC-2536 View distance affects mob spawning (this is a very old bug, likely far older than reported, but only affected singleplayer since 1.7.4 since before then the internal server was fixed at 10 chunks; it may have occurred before 1.3.1 (pre-integrated server) as well, and in either case it always affected multiplayer. You can check the server's view distance by looking at the "MultiPlayerChunkCache" value in F3, which should be around 441 if the view distance is 10 (see table here). Since 1.13 significantly reduced performance it is very likely that servers have lowered their view distance).
There do seem to be other issues with mob spawning in 1.13+ though, either related to the way new mobs spawn or other factors.
Also, mob farms have always worked better when built lower down; the only change to this that I'm aware of occurred all the way back in 1.8, when the game started using the elevation of a particular column instead of the height of the highest loaded chunk section, in both cases the game chose a random y-coordinate across the range as the pack center (since the lc value was always a multiple of 16 this means that a platform built at y=0 can now be 16 times more efficient).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?