I am currently working on clearing out land, A LOT of land, a 100x100x50 cube to be exact, for an overworld gold farm and I have a couple questions about pigman spawning mechanics and such that wasn't specified on the wiki.
Questions
1. Do zombie pigman spawning on nether portals count toward the hostile mob count?
2. How far do zombie pigman have to fall to be down to 1/2 heart?
I would also appreciate seeing any over world gold farm designs that you might have or know of thank you!
2. Falling damage is 1 HP (1/2 heart) per block fallen after the first 3, a Zombie Pigman has 10 hearts (20 HP), so will have to fall 19 + 3 = 22 blocks to be down to only 1/2 heart, or 1 HP.
But remember (regarding your planned gold farm dimensions):
All mobs except slimes, magma cubes and ghasts will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere, although they can still be moved by other means such as flowing water, minecarts, etc.
A mob that has had no player within 32 blocks of it for more than 30 seconds has a 1 in 800 chance of despawning on each game tick (1/20th of a second). Therefore, the half-life of monsters not within 32 blocks of a player is 27.73 seconds (after the initial 30 seconds have elapsed).
A mob will immediately despawn if there is no player within 128 blocks of it. Note that this is a Euclidean sphere, not a cylinder from map top to bottom and not a taxicab sphere (which is more like an octahedron). Example: A mob at 0/y/0 will remain at least 30 seconds (as above) if the player moves to 65/y/65 (real distance 91.9), but despawns immediately if the player moves to 91/y/91 (real distance 128.7).
1. So if it is true that zombie pigman are considered hostile mobs (which is not specified in on the wiki) then I would have to light up a 128 block radius around the gold farm?
So taking into account the size at which the gold farm is going to be made which is a 100x100x100 portal grid farm then the furthest a pigman could spawn from the player if the player is in the exact center is approximately (I say approximately because I do not know how to account for the the portal blocks themselves in the equation) 70.7 or 71 blocks.
Now that you being up the despawn possibility and considering that the pigman will spend most time in the water channels the push the pigman tward the middle maybe it would be best if I made the killing chamber more towards the bottom rather then the middle so now if I were to have to player at 25 blocks from the bottom then the top corners of the farm would be 106 blocks away (still don't know how to accommodate for the 2 spawnable blocks for pigman in the top corner in the equation). I know that this is over the 32 block despawn however the pigman only have to walk of the edge of the portal so this should be done with most pigman (not all) before that 5 sec timer is up.
The next task is to create a water stream that pushes the pigman toward the center without having the pigman go further away then they have to. If the player is standing 25 blocks from the bottom of the pigman farm you must add the two blocks for viens for the fall reset as well as an aditonal block for buttons and finally a 3 wide gap between the floor where the water steams rest and the block that has the button on it so that the pigman have room to pass under and one more block for when the pigman are bobing in the water. This puts the player 31 blocks from the bottom of the trap making the far corners 46 blocks away from the player how do I tansport the mobs without lgaining distance from the player?
1. So if it is true that zombie pigman are considered hostile mobs (which is not specified in on the wiki) then I would have to light up a 128 block radius around the gold farm?
I believe that most Neutral MOBs (endermen, zombie pigmen, spider, cave spider) are considered hostile for spawning purposes (I know spiders and cave spiders are because they spawn in as hostile) because they do not spawn in peaceful mode (except for wolves, which I think are considered passive for spawning purposes, because they do spawn in peaceful mode)... this can be tested, however, since passive MOBs will not despawn if they can't path (aka. move) more than 20 blocks away from their location, you can try fencing in a zombie pigman in a less than 10x10 pen (in the nether or the overworld) and then travel more than 128 blocks away and back again and see if they despawn or not. If they despawn, they are likely considered hostile for spawning purposes.
Do you know if slim can spawn on a active nether portal?
Slimes? They should only spawn in Slime chunks (as defined by world seed) under y=40 and in swamp biomes (between layers 50-70 in light levels of 7 or less) in the overworld only. If your portal met these conditions, then it is possible to occasionally catch a slime spawning on an active portal, but that would be due more to the spawn area conditions being met rather than anything to do with the portal itself.
I ask this because the portals will extend past level 40 and im sure that there will be slime chunks in the designated area of the farm. Just wasn't sure if they portals would allow slime to spawn on them and if these slims would be instantly transferred through the portals.
From what I have read zombie pigmen in portals is dead simple, being only 6 lines of code. If the portal block receives a tick, it checks the difficulty against a random number and if successful, tries to spawn a zombie pigman with its feet inside the portal block. It does a check to make sure there is headroom and a solid block under the pigman's feet, which is why they only spawn with their feet inside the two lower portal blocks inside the frame.
That's it. Light level, player location, and the number of Zombie pigmen nearby aren't consulted at all.
That means that, so long as the portal is active and in a loaded chunk, it will spawn Zombie pigmen. By implication, the only way to stop them from spawning is to to deactivate the portal so there are no portal blocks to receive ticks, or to go far away from the portal so the game unloads the chunk it's in.
This info is based on the pc and not entirely sure if it applies to xbox but I do not see why it wouldn't.
From what I have read zombie pigmen in portals is dead simple, being only 6 lines of code. If the portal block receives a tick, it checks the difficulty against a random number and if successful, tries to spawn a zombie pigman with its feet inside the portal block. It does a check to make sure there is headroom and a solid block under the pigman's feet, which is why they only spawn with their feet inside the two lower portal blocks inside the frame.
That's it. Light level, player location, and the number of Zombie pigmen nearby aren't consulted at all.
That means that, so long as the portal is active and in a loaded chunk, it will spawn Zombie pigmen. By implication, the only way to stop them from spawning is to to deactivate the portal so there are no portal blocks to receive ticks, or to go far away from the portal so the game unloads the chunk it's in.
This info is based on the pc and not entirely sure if it applies to xbox but I do not see why it wouldn't.
Xbox will only unload a chunk upon the game saving and closing and opening back up again, while in play, loaded chunks do not unload. Even if you are in a slime chunk... the odds of a slime generating on a portal block is still unlikely and should only be small slimes if it did happen. Whether or not the slime would port to the Nether or not would depend on if that functionally will be added in the next update. At current, portals do not transport anything other than the player and what they are carrying... this may or may not change in the next update (as it was part of the 1.4.2 (12w34a) update to allow entities, items/MOBs can travel through portals), but it hasn't been confirmed one way or the other as yet.
I am currently working on clearing out land, A LOT of land, a 100x100x50 cube to be exact, for an overworld gold farm and I have a couple questions about pigman spawning mechanics and such that wasn't specified on the wiki.
Questions
1. Do zombie pigman spawning on nether portals count toward the hostile mob count?
2. How far do zombie pigman have to fall to be down to 1/2 heart?
I would also appreciate seeing any over world gold farm designs that you might have or know of thank you!
2. Falling damage is 1 HP (1/2 heart) per block fallen after the first 3, a Zombie Pigman has 10 hearts (20 HP), so will have to fall 19 + 3 = 22 blocks to be down to only 1/2 heart, or 1 HP.
But remember (regarding your planned gold farm dimensions):
- All mobs except slimes, magma cubes and ghasts will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere, although they can still be moved by other means such as flowing water, minecarts, etc.
- A mob that has had no player within 32 blocks of it for more than 30 seconds has a 1 in 800 chance of despawning on each game tick (1/20th of a second). Therefore, the half-life of monsters not within 32 blocks of a player is 27.73 seconds (after the initial 30 seconds have elapsed).
- A mob will immediately despawn if there is no player within 128 blocks of it. Note that this is a Euclidean sphere, not a cylinder from map top to bottom and not a taxicab sphere (which is more like an octahedron). Example: A mob at 0/y/0 will remain at least 30 seconds (as above) if the player moves to 65/y/65 (real distance 91.9), but despawns immediately if the player moves to 91/y/91 (real distance 128.7).
Overworld Gold Farms: https://www.google.com/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1311&bih=885&q=minecraft dropper interface&oq=minecraft dropper interface&gs_l=img.3...2813.11691.0.11915.31.13.2.16.16.0.60.696.13.13.0.msedr...0...1ac.1.59.img..9.22.709.DC_piP2Go_s#hl=en&tbm=isch&q=gold farm minecraft&imgdii=_So taking into account the size at which the gold farm is going to be made which is a 100x100x100 portal grid farm then the furthest a pigman could spawn from the player if the player is in the exact center is approximately (I say approximately because I do not know how to account for the the portal blocks themselves in the equation) 70.7 or 71 blocks.
Now that you being up the despawn possibility and considering that the pigman will spend most time in the water channels the push the pigman tward the middle maybe it would be best if I made the killing chamber more towards the bottom rather then the middle so now if I were to have to player at 25 blocks from the bottom then the top corners of the farm would be 106 blocks away (still don't know how to accommodate for the 2 spawnable blocks for pigman in the top corner in the equation). I know that this is over the 32 block despawn however the pigman only have to walk of the edge of the portal so this should be done with most pigman (not all) before that 5 sec timer is up.
The next task is to create a water stream that pushes the pigman toward the center without having the pigman go further away then they have to. If the player is standing 25 blocks from the bottom of the pigman farm you must add the two blocks for viens for the fall reset as well as an aditonal block for buttons and finally a 3 wide gap between the floor where the water steams rest and the block that has the button on it so that the pigman have room to pass under and one more block for when the pigman are bobing in the water. This puts the player 31 blocks from the bottom of the trap making the far corners 46 blocks away from the player how do I tansport the mobs without lgaining distance from the player?
I believe that most Neutral MOBs (endermen, zombie pigmen, spider, cave spider) are considered hostile for spawning purposes (I know spiders and cave spiders are because they spawn in as hostile) because they do not spawn in peaceful mode (except for wolves, which I think are considered passive for spawning purposes, because they do spawn in peaceful mode)... this can be tested, however, since passive MOBs will not despawn if they can't path (aka. move) more than 20 blocks away from their location, you can try fencing in a zombie pigman in a less than 10x10 pen (in the nether or the overworld) and then travel more than 128 blocks away and back again and see if they despawn or not. If they despawn, they are likely considered hostile for spawning purposes.
Slimes? They should only spawn in Slime chunks (as defined by world seed) under y=40 and in swamp biomes (between layers 50-70 in light levels of 7 or less) in the overworld only. If your portal met these conditions, then it is possible to occasionally catch a slime spawning on an active portal, but that would be due more to the spawn area conditions being met rather than anything to do with the portal itself.
That's it. Light level, player location, and the number of Zombie pigmen nearby aren't consulted at all.
That means that, so long as the portal is active and in a loaded chunk, it will spawn Zombie pigmen. By implication, the only way to stop them from spawning is to to deactivate the portal so there are no portal blocks to receive ticks, or to go far away from the portal so the game unloads the chunk it's in.
This info is based on the pc and not entirely sure if it applies to xbox but I do not see why it wouldn't.
Xbox will only unload a chunk upon the game saving and closing and opening back up again, while in play, loaded chunks do not unload. Even if you are in a slime chunk... the odds of a slime generating on a portal block is still unlikely and should only be small slimes if it did happen. Whether or not the slime would port to the Nether or not would depend on if that functionally will be added in the next update. At current, portals do not transport anything other than the player and what they are carrying... this may or may not change in the next update (as it was part of the 1.4.2 (12w34a) update to allow entities, items/MOBs can travel through portals), but it hasn't been confirmed one way or the other as yet.
It's still inefficient as all heck and not worth the effort. If you get an actual decent one, let me know.
(It itself is inefficient. Mobs are not spawning elsewhere and hitting the mob cap.)
Stay fluffy~