My question is regarding mob spawning mechanics in SMP servers.
As far as I'm aware, the game does essentially a pass every 10 seconds or so, checking a given chunk for mobs. If the mob number isn't max (79, according to my last thread) then it spawns a [group of] mobs. In the end, this is endermen only.
I see people that have endermen XP farms that get them from 1 to 50 in 5-10 minutes. I am questioning how this is possible with the game only doing a pass every X seconds.
Am I missing something?
Do their spawners cover more than one chunk? IE: If I make it, for instance, 32 wide instead of 16 would there be twice as many spawn opportunities because it spans 2 chunks?
Or are these mob traps all in SSP, where mechanics are different somehow?
Think water. Think how long it would take for an Enderman to die in a submerged chunk. Now just rinse and repeat.
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No, but the point is, if you have a completely submerged chunk, Endermen will die relatively quickly. That allows more Endermen to spawn.
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I have the XP farm over 200 blocks from ender island. The only place they can possibly spawn is in my trap.
I am trying to figure out how other peoples' XP farms allow more endermen to spawn in a given timeframe than mine. Is it more available spawn locations (more spawn pads), do they span more chunks, or is it SMP/SSP related?
I am not asking why they stop spawning at 79, that makes sense. I am wondering how to get from 0 to 79 in the fastest fashion.
mobs spawn within approx~ 24 blocks from the player, in every block that distance from the player. say youre standing ~20 blocks away from your enderspawning-island, the endermen would then begin to spawn on the island because your presence would not be causing them to despawn
Its probably because they have layers on top of each other, i made an enderman farm from one of docm77 videos and it has multiple layers, so the spawning never stop. However this is in SSP, so not sure how it would work in SMP.
I have the XP farm over 200 blocks from ender island. The only place they can possibly spawn is in my trap.
I am trying to figure out how other peoples' XP farms allow more endermen to spawn in a given timeframe than mine. Is it more available spawn locations (more spawn pads), do they span more chunks, or is it SMP/SSP related?
I am not asking why they stop spawning at 79, that makes sense. I am wondering how to get from 0 to 79 in the fastest fashion.
If you built your trap 200 blocks away from the main island in the end, then your issue has to be that you have too few spawnable blocks to accommodate a faster spawn rate. A spawning check happens 20 times per second for hostile mobs, so spawning happens very quickly. However imagine a trap that has only one spawnable block with a pressure plate and piston to push a mob off as soon as it spawns. Even in the short time it takes the piston to push the mob off, many spawn checks have failed. The limit is obviously the quantity of spawnable blocks in that case.
Thank you, Rodabon, for answering the question I asked instead of stating obvious things that were unrelated. I have upped it to ~400 spawn pads and it seems much better.
Also, be aware that in SMP, all players share the same maximum limit of mobs. So if someone else has a big mob system, you're competing for spawns. I *think* it only applies within the same dimension (ie, if no one else is in the end, you should be fine), but I'm am not sure about that, it might be a global limit.
Actually (if I understand correctly)the mob cap is for loaded chunks around each player. If the same chunks are within range of more than one player they still only count once for the cap formula and thus two players that have 10 overlapping chunks will each have a reduced cap of mobs around them, however they are sharing the mobs that are spawning in those 10 chunks so it evens out. So the other players trap would need to be within 280ish blocks to be competing for spawns from overlapping chunks.
Not true according to the wiki, just checked: "In multiplayer, mob caps are shared by all players, no matter where they are. If one player can make a lot of mobs spawn near them, say, with a mob farm, players elsewhere in the world will see fewer mobs of the same category. Likewise, if a player can prevent mobs from spawning near them, perhaps by hanging around a large body of water and illuminating nearby caves, they will effectively dump their mobs on everyone else."
Interesting. However the formula for the mob cap scales. For example if a server has 10 people and none of their chunks loaded around them overlap, the aggressive mob cap is 790. (70X2890)/256
mobs spawn within approx~ 24 blocks from the player, in every block that distance from the player. say youre standing ~20 blocks away from your enderspawning-island, the endermen would then begin to spawn on the island because your presence would not be causing them to despawn
now i have a working enderman farm on my sp world but it wont work on my multiplayer world/server i play on
Back a bit further, I am currently building an enderman farm. Why should I not build above 79, wouldn't a higher height give me more spawn pad? I have almost no knowledge of mob spawn science and I would really appreciate someone telling me the height and width caps.
I am building a enderman farm by making a rim of blocks (where endermen land) surrounding a 7x7 square. In the middle of the square is a master point where you can stand to let endermen spawn from all sides. The rim is 7 blocks away from the master point on all sides. How high can I build up my spawn pads until I can not spawn endermen by standing on the master block? It is a little bit of a complicated question but I really want to make an efficent farm.
The rim is 7 blocks away from the master point on all sides. How high can I build up my spawn pads until I can not spawn endermen by standing on the master block? It is a little bit of a complicated question but I really want to make an efficent farm.
127.8 blocks. Remember, you don't want to build above y=127, or you'll get reduced efficiency.
well i figured this way they would all be closer to me, thus I can have more pads active at once rather than just long pads that are partially active. Was I mistaken?
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It's too bad that QueenKingHappy's YouTube account was deleted; his "Behemoth" Enderman Farm tutorial goes into quite a bit of detail about spawn pads and air blocks and how they affect rates, as well as chunk loading and LC values. (His trick for using lava and water to build downwards is quite handy, too. Much easier than the swimming method Docm77 uses in his video.)
As far as I'm aware, the game does essentially a pass every 10 seconds or so, checking a given chunk for mobs. If the mob number isn't max (79, according to my last thread) then it spawns a [group of] mobs. In the end, this is endermen only.
I see people that have endermen XP farms that get them from 1 to 50 in 5-10 minutes. I am questioning how this is possible with the game only doing a pass every X seconds.
Am I missing something?
Do their spawners cover more than one chunk? IE: If I make it, for instance, 32 wide instead of 16 would there be twice as many spawn opportunities because it spans 2 chunks?
Or are these mob traps all in SSP, where mechanics are different somehow?
I am trying to figure out how other peoples' XP farms allow more endermen to spawn in a given timeframe than mine. Is it more available spawn locations (more spawn pads), do they span more chunks, or is it SMP/SSP related?
I am not asking why they stop spawning at 79, that makes sense. I am wondering how to get from 0 to 79 in the fastest fashion.
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If you built your trap 200 blocks away from the main island in the end, then your issue has to be that you have too few spawnable blocks to accommodate a faster spawn rate. A spawning check happens 20 times per second for hostile mobs, so spawning happens very quickly. However imagine a trap that has only one spawnable block with a pressure plate and piston to push a mob off as soon as it spawns. Even in the short time it takes the piston to push the mob off, many spawn checks have failed. The limit is obviously the quantity of spawnable blocks in that case.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Actually (if I understand correctly)the mob cap is for loaded chunks around each player. If the same chunks are within range of more than one player they still only count once for the cap formula and thus two players that have 10 overlapping chunks will each have a reduced cap of mobs around them, however they are sharing the mobs that are spawning in those 10 chunks so it evens out. So the other players trap would need to be within 280ish blocks to be competing for spawns from overlapping chunks.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Interesting. However the formula for the mob cap scales. For example if a server has 10 people and none of their chunks loaded around them overlap, the aggressive mob cap is 790. (70X2890)/256
So essentially it is almost the same thing.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
127.8 blocks. Remember, you don't want to build above y=127, or you'll get reduced efficiency.
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