Title pretty much. It makes me kinda mad that they did that, too...
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Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.
The default value of maxEntityCramming is 24, meaning that the 25th entity that comes into contact with the other 24 will cause one of the mobs to take suffocation damage until the group is below 25. This would affect farms that build up mobs in concentrated spaces, like most blaze farms for instance. Perhaps the easiest way to fix it without changing the gamerule is to make the killing room a bit larger to make space for the other mobs.
You can change the gamerule with:
/gamerule maxEntityCramming [insert # here]
Myself, as soon as i update to 1.11 I'm changing the gamerule to 0, which disables maxEntityCramming completely.
Yeah I'll probably do that too. I just think it takes away more than it gives. Thanks!
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Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.
The only reason it makes people mad is that they set it to on even in singleplayer games. I think it was for server owners, and is a good option. If you've never managed a server you would not believe the amount of players that will build mob farms that cram hundreds of entities into tiny spaces. And with the new 1.9 physics rules of entities pushing each other its even more lag then in 1.8. Then the players will complain about "lag" and say "this server is crap". I will go check and half of them are afking at lag farms. It's as if they don't understand what causes lag lol.
This rule is great because it allows server owners to limit the amount of lag a single player can produce by building these farms without resorting to trolly plugins that kick you out if you afk for 2 minutes. It also will limit mob numbers to something reasonable. Trust me, 24 entities in one block is generous. The ONLY thing it affects is laggy afk farms which are kind of cheap in my opinion anyway on a server. If you are actually playing the game you would have started to kill the mobs before their numbers get over 24. I don't care to cater to players that are just sitting in place 3/4 of the time and aren't actually playing. Mojang even made the suffocating mobs drop their loot which you can collect via hoppers. All you lose is the xp which you wouldn't have lost if you hadn't been afking and actually killing. You guys should just build other activities near you mob farm so you don't have to afk for them to build up and can just switch between activities. I always end up killing them before they get too far over 24 with this method and the rule barely affects my playstyle even in singleplayer.
Great addition if you ask me. The only thing I can think of that it legitimately nerfs is chicken/egg farms. 24 is a little low for egg-laying chicken numbers, but again, just improve the farm to collect from multiple egg-laying pens if you need more. It's not that hard, you guys just need to adapt and realize you don't NEED hundreds of entities in your farms and server owners will like you more if you play in a more lag-friendly style as well.
That's my opinion. In singleplayer disable the rule and do whatever you want though as entity lag is less of an issue on SP. Maybe they should have left the rule off by default and just had it in for server owners to use. That probably would have played out better without a community backlash. But personally I like the rule and will probably leave it on even in SP. It just makes sense, I never understood why mc allowed you to cram so many entities into one block anyway.
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The default value of maxEntityCramming is 24, meaning that the 25th entity that comes into contact with the other 24 will cause one of the mobs to take suffocation damage until the group is below 25.
Doesn't it damage all of them? The wiki says that "any entity that is pushing more than 24 other entities" will be damaged. So with 25 mobs in one space, each one of them is pushing exactly (not "more than") 24 "other" mobs (not including itself). When the 26th mob falls in, suddenly every one of them is pushing 25 other mobs, which is "more than 24," and so they would all take the damage, no? That's the way I understand it, anyway. Should be easy enough to test but I'm not at my game right now or I'd do it myself.
I haven't played the snapshot, but doesn't this mean that if you only want drops from a dungeon spawner you can just stand there now and the mobs will kill themselves?
I haven't played the snapshot, but doesn't this mean that if you only want drops from a dungeon spawner you can just stand there now and the mobs will kill themselves?
Yes, but couldn't you do that already just by dropping them one block farther?
Doesn't it damage all of them? The wiki says that "any entity that is pushing more than 24 other entities" will be damaged. So with 25 mobs in one space, each one of them is pushing exactly (not "more than") 24 "other" mobs (not including itself). When the 26th mob falls in, suddenly every one of them is pushing 25 other mobs, which is "more than 24," and so they would all take the damage, no? That's the way I understand it, anyway. Should be easy enough to test but I'm not at my game right now or I'd do it myself.
Confirmed: 24 mobs in a tube: nothing happens. Drop in #25, and they all start taking damage (I would have thought it was one more, like in my comment above but I guess not). Or at least, more than one of them takes damage. Several of them take damage, until one dies. I don't know why they don't all take damage at the same time, and therefore all die at the same time also, but I tried it several times and only one died each time. But the rest are weakened somewhat, so that when I drop another one in, one dies immediately (as opposed to the few seconds it takes for the first one to die.)
Yes, but couldn't you do that already just by dropping them one block farther?
I was thinking more that you wouldn't need to drop them at all as long as you got them out of range of the spawner. I suppose you're right though, it's not that big difference.
Title pretty much. It makes me kinda mad that they did that, too...
Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.
Hey !
Welcome back
Just use the command /gamerule (i don't know the exact syntax, just look for it by pressing tab) 0,
it will fix it, it was just made to prevent lag haha
have fun !
I saw strange things in my life. Like mirors.
The default value of maxEntityCramming is 24, meaning that the 25th entity that comes into contact with the other 24 will cause one of the mobs to take suffocation damage until the group is below 25. This would affect farms that build up mobs in concentrated spaces, like most blaze farms for instance. Perhaps the easiest way to fix it without changing the gamerule is to make the killing room a bit larger to make space for the other mobs.
You can change the gamerule with:
Myself, as soon as i update to 1.11 I'm changing the gamerule to 0, which disables maxEntityCramming completely.
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Yeah I'll probably do that too. I just think it takes away more than it gives. Thanks!
Although my MCForum is SoarvivalistGizor, I usually go by SlabGizor117 or Slab. I made this account back when I was a fan more of Paulsoaresjr, rather then Etho.
The only reason it makes people mad is that they set it to on even in singleplayer games. I think it was for server owners, and is a good option. If you've never managed a server you would not believe the amount of players that will build mob farms that cram hundreds of entities into tiny spaces. And with the new 1.9 physics rules of entities pushing each other its even more lag then in 1.8. Then the players will complain about "lag" and say "this server is crap". I will go check and half of them are afking at lag farms. It's as if they don't understand what causes lag lol.
This rule is great because it allows server owners to limit the amount of lag a single player can produce by building these farms without resorting to trolly plugins that kick you out if you afk for 2 minutes. It also will limit mob numbers to something reasonable. Trust me, 24 entities in one block is generous. The ONLY thing it affects is laggy afk farms which are kind of cheap in my opinion anyway on a server. If you are actually playing the game you would have started to kill the mobs before their numbers get over 24. I don't care to cater to players that are just sitting in place 3/4 of the time and aren't actually playing. Mojang even made the suffocating mobs drop their loot which you can collect via hoppers. All you lose is the xp which you wouldn't have lost if you hadn't been afking and actually killing. You guys should just build other activities near you mob farm so you don't have to afk for them to build up and can just switch between activities. I always end up killing them before they get too far over 24 with this method and the rule barely affects my playstyle even in singleplayer.
Great addition if you ask me. The only thing I can think of that it legitimately nerfs is chicken/egg farms. 24 is a little low for egg-laying chicken numbers, but again, just improve the farm to collect from multiple egg-laying pens if you need more. It's not that hard, you guys just need to adapt and realize you don't NEED hundreds of entities in your farms and server owners will like you more if you play in a more lag-friendly style as well.
That's my opinion. In singleplayer disable the rule and do whatever you want though as entity lag is less of an issue on SP. Maybe they should have left the rule off by default and just had it in for server owners to use. That probably would have played out better without a community backlash. But personally I like the rule and will probably leave it on even in SP. It just makes sense, I never understood why mc allowed you to cram so many entities into one block anyway.
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Doesn't it damage all of them? The wiki says that "any entity that is pushing more than 24 other entities" will be damaged. So with 25 mobs in one space, each one of them is pushing exactly (not "more than") 24 "other" mobs (not including itself). When the 26th mob falls in, suddenly every one of them is pushing 25 other mobs, which is "more than 24," and so they would all take the damage, no? That's the way I understand it, anyway. Should be easy enough to test but I'm not at my game right now or I'd do it myself.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
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I haven't played the snapshot, but doesn't this mean that if you only want drops from a dungeon spawner you can just stand there now and the mobs will kill themselves?
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..
Yes, but couldn't you do that already just by dropping them one block farther?
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Confirmed: 24 mobs in a tube: nothing happens. Drop in #25, and they all start taking damage (I would have thought it was one more, like in my comment above but I guess not). Or at least, more than one of them takes damage. Several of them take damage, until one dies. I don't know why they don't all take damage at the same time, and therefore all die at the same time also, but I tried it several times and only one died each time. But the rest are weakened somewhat, so that when I drop another one in, one dies immediately (as opposed to the few seconds it takes for the first one to die.)
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I was thinking more that you wouldn't need to drop them at all as long as you got them out of range of the spawner. I suppose you're right though, it's not that big difference.
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..
Hmm, I guess this means cave spider grinders will become more viable and less hassle-ridden to build.
Always look on the briiiiight side of...Minecraft gamerules!