The Meaning of Life, the Universe, and Everything.
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3/7/2017
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Acidixs
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Acidix #8440
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I recently finished my underground slime farm. I have noticed that the slimes spawn very rare because of the spawn cap. I do play on a smp server with other players. I want to light everything from a 128 block radius, so i can get better spawns. The problem is that i dont know any good way of doing it.
Take the branch-mining approach and rotate it vertically by 90 degrees so that you dig vertical shafts down to bedrock instead of horizontal tunnels perpendicular to your travels. A simple spacing scheme is to dig a shaft in the center of every chunk that the spawning radius touches, but you can probably do a shaft in the center of a 3x3 square of chunks and still find all the caves. As you drop into caves, do a little light-up job in the nearby area before returning to your shaft to continue digging down or pillar your way out. The more chunks you process, the more likely you will stumble into caves you already lit up and therefore will be able to spend less time at each shaft.
Keep in mind that if there is more than 1 player in the dimension and they're not in the same area, spawnproofing will generally not improve spawning rates at a given location.
Take the branch-mining approach and rotate it vertically by 90 degrees so that you dig vertical shafts down to bedrock instead of horizontal tunnels perpendicular to your travels. A simple spacing scheme is to dig a shaft in the center of every chunk that the spawning radius touches, but you can probably do a shaft in the center of a 3x3 square of chunks and still find all the caves. As you drop into caves, do a little light-up job in the nearby area before returning to your shaft to continue digging down or pillar your way out. The more chunks you process, the more likely you will stumble into caves you already lit up and therefore will be able to spend less time at each shaft.
Keep in mind that if there is more than 1 player in the dimension and they're not in the same area, spawnproofing will generally not improve spawning rates at a given location.
Thanks, i will definetly do that. I know about the last part aswell.
For puposes of illustration assume 50,000 spawnable spaces per player at night… [This does not account for Drowned & MobB which have 'peculiar' spawn conditions.]
Assuming players are far enough apart not to interact, mobs will spawn in an spherical shell around each player with an inner diameter of 25 and an outer diameter of 129.
Assuming a superflat world with no caves and no nonspawnable spaces (eg water) [mobs can spawn only at the level of the player], this is:
128^2𝜋 - 24^2𝜋 spaces >> ~51445 - 1809 >> ~49637
In a vanilla survival world, some of the top (surface) layer will be nonspawnable (trees, water etc.) but some locations x,z coordinates will have multiple spaces due to caves…
Round the previous result to 50,000 to make the math easier to follow.
Two players would create 100,000 possible spaces (and a hostile mob cap of 140).
If B spawn-proofs his area (except for the spawner), but the A-loaded area is 'unimproved':
there will be ~2k possible spaces in the B-loaded area (~8x16x16 representing an eight level one chunk slime farm) & ~50k in the A-loaded area,
B will thus get ~1/26 (2000/52000) mob spawn attempts and thus ~1/26 of the 140 hostile mob cap – or about 5.4 hostile mobs
This is what leads to the idea that spawn-proofing in SMP is ineffective.
If A is in a perfectly spawn-proofed area, the game will attempt to place all 140 mobs in the 50k possible spaces around B, resulting in roughly doubling the spawn rate near B.
If B has a mob/slime farm with the rest of the B-loaded area spawn-proofed, all these will be in the spawner.
This is the ideal situation from B's view.
A standard center flush dark-floor mob spawner has 112 spaces per level, 1 level every 3 (or 4 if designed for endermen); it would thus take a 18 floor model to exceed the ~2k spaces of an eight level one chunk slime farm. [2000/112 = 17.85......]
If A has a 17.85 floor model, and B an eight level one chunk slime farm — both in perfectly spawn-proofed areas — A & B should each get 1/2 of the spawning attempts and ~1/2 the mob cap.
The issue with spawn-proofing around farms in SMP is not that it is ineffective, but that it is advantageous to the player doing the -proofing only when all players are in spawn-proofed areas.
Spawn-proofing one's builds/bases thus becomes as much a courtesy to the other players as a means of improving one's 'take' from a farm…
(Obviously, this will not always be the case, but the nearer the approach, the better everyone's farms will perform.)
[Note that the extreme difficulty in drowned- and MobB-proofing (due to the volume-based rather than surface based spawn mechanics) may require adjustments to farm placements and break worlds designed before this anomolous spawning behavior was put into the game.
Again, it will largely be the 'other guy' that benefits from thoughtful placement and construction of builds.]
WRT finding caves around a slime farm:
Firstly, one should follow and light and caves one finds while excavating the farm. (Getting the farm up and running – even at lower efficiency – before lighting the nearby volumn allows the farnm to function during the time spent on lighting.) [I prefer to have an access gallery around my farms at each floor, so continuing access is easy, if you fiollow a different design idea, you may need to mine tunnels arround the perimeter of your farm to reach some of these caves,]
Secondly, one needs to spawn-proof the surface or the efficiency will drop sharply at night.
This is just a basic fence&torch opperation, although large 1 deep ponds also work well (outside river/ocean biomes).
Thirdly, one needs to find the caves a farther out and unconnected.
DuhDerp's described technique of sinking exploratory shafts if fairly efficient. [I would, however, be inclined to sink the shafts at the corners of chunks rather than the center because of the ease of using the f3+G feature.]
My preferred technique is to mine out from each of the access galleries around the slime farm in basically standard feather-mining fashion, but with the initial side galleries spaced at some multiple of one's normal practice. [One modification is running a series of perimeter galleries 24 away from the slime farm to minimize the amount of time spent near enough to supress spawns in the farm.]
I start this from the center level (generally Y=~19) and proceed up and down from there.
Because the area to be spawn-proofed extends as sphere from each of the spawning spaces in the farm, and because slimes spawn only below Y=40, a cave at Y=50 effects less of the farm than one at Y=20. Doing the center first thus 'front-loads' the performance improvement. (Mining out where the 'missing' side galleries would normally be can be done at the end or as one needs rock, as this will likely add only marginally to the farm spawn rates.)
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"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.
OK, why do you play on someone's server? The question of someone taking what you build form you aside, this is actually, what I've „been doing recently“. But not really, it just had this consequence.
I have mined EVERYTHING from 7×6 chunks in extreme hills (+). Smaragdae were the reason for establishing mine there, very, very long time ago. But those things coming out of rock, that was annoying. However! I've mined even several slime chunks. And I remembered this forum, specifically people talking, how slimes have low spawn rate and so on. Not my experience. Those things were there all the time.
I have encountered them in every phase of mining. When I got low enough, then when I was at y=5, fixing the final floor, and then when I was putting dirt and grass, because I cannot leave it to look like gigant hole in the ground. And I just laughed. My supply of slime cubes went from nothing to 4 full stacks. Cubes, not balls. I store it in compressed state. Yeah, and I found about 2 stacks of adamas, maybe more, I don't even know.
Now, I'll do what is obvious. Build something like slime farm. My version, so it would be terribly ineffective, and 6 months from now, I'd be adjusting the facility for better results. Not earlier, because I don't want to see westlands for long time.
The thing is, that I also filled some caves. Other I'll light up. No spawning, not because of slimes, but I don't want anything there.
I had to switch to Swamp(land) as soon as that Biome began Spawning them at night (related to Full-er, Moon). That and Looting III.
The trick is the dangerousness of Swamp Hunting. I recommend Markers (with Lighting), mini-Bases (I used Witches' Swamp Huts roofs - like a lot - pre-Phantoms), and Maps.
I recently finished my underground slime farm. I have noticed that the slimes spawn very rare because of the spawn cap. I do play on a smp server with other players. I want to light everything from a 128 block radius, so i can get better spawns. The problem is that i dont know any good way of doing it.
Take the branch-mining approach and rotate it vertically by 90 degrees so that you dig vertical shafts down to bedrock instead of horizontal tunnels perpendicular to your travels. A simple spacing scheme is to dig a shaft in the center of every chunk that the spawning radius touches, but you can probably do a shaft in the center of a 3x3 square of chunks and still find all the caves. As you drop into caves, do a little light-up job in the nearby area before returning to your shaft to continue digging down or pillar your way out. The more chunks you process, the more likely you will stumble into caves you already lit up and therefore will be able to spend less time at each shaft.
Keep in mind that if there is more than 1 player in the dimension and they're not in the same area, spawnproofing will generally not improve spawning rates at a given location.
Thanks, i will definetly do that. I know about the last part aswell.
RE spawnproofing in SMP
For puposes of illustration assume 50,000 spawnable spaces per player at night… [This does not account for Drowned & MobB which have 'peculiar' spawn conditions.]
Assuming players are far enough apart not to interact, mobs will spawn in an spherical shell around each player with an inner diameter of 25 and an outer diameter of 129.
Assuming a superflat world with no caves and no nonspawnable spaces (eg water) [mobs can spawn only at the level of the player], this is:
128^2𝜋 - 24^2𝜋 spaces >> ~51445 - 1809 >> ~49637
In a vanilla survival world, some of the top (surface) layer will be nonspawnable (trees, water etc.) but some locations x,z coordinates will have multiple spaces due to caves…
Round the previous result to 50,000 to make the math easier to follow.
Two players would create 100,000 possible spaces (and a hostile mob cap of 140).
If B spawn-proofs his area (except for the spawner), but the A-loaded area is 'unimproved':
there will be ~2k possible spaces in the B-loaded area (~8x16x16 representing an eight level one chunk slime farm) & ~50k in the A-loaded area,
B will thus get ~1/26 (2000/52000) mob spawn attempts and thus ~1/26 of the 140 hostile mob cap – or about 5.4 hostile mobs
If A is in a perfectly spawn-proofed area, the game will attempt to place all 140 mobs in the 50k possible spaces around B, resulting in roughly doubling the spawn rate near B.
If B has a mob/slime farm with the rest of the B-loaded area spawn-proofed, all these will be in the spawner.
A standard center flush dark-floor mob spawner has 112 spaces per level, 1 level every 3 (or 4 if designed for endermen); it would thus take a 18 floor model to exceed the ~2k spaces of an eight level one chunk slime farm. [2000/112 = 17.85......]
If A has a 17.85 floor model, and B an eight level one chunk slime farm — both in perfectly spawn-proofed areas — A & B should each get 1/2 of the spawning attempts and ~1/2 the mob cap.
The issue with spawn-proofing around farms in SMP is not that it is ineffective, but that it is advantageous to the player doing the -proofing only when all players are in spawn-proofed areas.
Spawn-proofing one's builds/bases thus becomes as much a courtesy to the other players as a means of improving one's 'take' from a farm…
(Obviously, this will not always be the case, but the nearer the approach, the better everyone's farms will perform.)
[Note that the extreme difficulty in drowned- and MobB-proofing (due to the volume-based rather than surface based spawn mechanics) may require adjustments to farm placements and break worlds designed before this anomolous spawning behavior was put into the game.
Again, it will largely be the 'other guy' that benefits from thoughtful placement and construction of builds.]
WRT finding caves around a slime farm:
Firstly, one should follow and light and caves one finds while excavating the farm. (Getting the farm up and running – even at lower efficiency – before lighting the nearby volumn allows the farnm to function during the time spent on lighting.) [I prefer to have an access gallery around my farms at each floor, so continuing access is easy, if you fiollow a different design idea, you may need to mine tunnels arround the perimeter of your farm to reach some of these caves,]
Secondly, one needs to spawn-proof the surface or the efficiency will drop sharply at night.
This is just a basic fence&torch opperation, although large 1 deep ponds also work well (outside river/ocean biomes).
Thirdly, one needs to find the caves a farther out and unconnected.
DuhDerp's described technique of sinking exploratory shafts if fairly efficient. [I would, however, be inclined to sink the shafts at the corners of chunks rather than the center because of the ease of using the f3+G feature.]
My preferred technique is to mine out from each of the access galleries around the slime farm in basically standard feather-mining fashion, but with the initial side galleries spaced at some multiple of one's normal practice. [One modification is running a series of perimeter galleries 24 away from the slime farm to minimize the amount of time spent near enough to supress spawns in the farm.]
I start this from the center level (generally Y=~19) and proceed up and down from there.
Because the area to be spawn-proofed extends as sphere from each of the spawning spaces in the farm, and because slimes spawn only below Y=40, a cave at Y=50 effects less of the farm than one at Y=20. Doing the center first thus 'front-loads' the performance improvement. (Mining out where the 'missing' side galleries would normally be can be done at the end or as one needs rock, as this will likely add only marginally to the farm spawn rates.)
Ah! :-)
OK, why do you play on someone's server? The question of someone taking what you build form you aside, this is actually, what I've „been doing recently“. But not really, it just had this consequence.
I have mined EVERYTHING from 7×6 chunks in extreme hills (+). Smaragdae were the reason for establishing mine there, very, very long time ago. But those things coming out of rock, that was annoying. However! I've mined even several slime chunks. And I remembered this forum, specifically people talking, how slimes have low spawn rate and so on. Not my experience. Those things were there all the time.
I have encountered them in every phase of mining. When I got low enough, then when I was at y=5, fixing the final floor, and then when I was putting dirt and grass, because I cannot leave it to look like gigant hole in the ground. And I just laughed. My supply of slime cubes went from nothing to 4 full stacks. Cubes, not balls. I store it in compressed state. Yeah, and I found about 2 stacks of adamas, maybe more, I don't even know.
Now, I'll do what is obvious. Build something like slime farm. My version, so it would be terribly ineffective, and 6 months from now, I'd be adjusting the facility for better results. Not earlier, because I don't want to see westlands for long time.
The thing is, that I also filled some caves. Other I'll light up. No spawning, not because of slimes, but I don't want anything there.
I had to switch to Swamp(land) as soon as that Biome began Spawning them at night (related to Full-er, Moon). That and Looting III.
The trick is the dangerousness of Swamp Hunting. I recommend Markers (with Lighting), mini-Bases (I used Witches' Swamp Huts roofs - like a lot - pre-Phantoms), and Maps.