TL;DR: I made an overworld gold farm on my creative world that gets a ton of zombie pigman spawns, but on my hardcore world i barely get any.
Hey everyone, I made an overworld gold farm in my creative test world to see how well it works, and the drops i was getting was amazing. i remade it again to make sure i know how to make it, then i went to my hardcore world. I made it 3 times, and each time i made it, i tried to do something to fix it. first, i made a perimeter around the area (21x21 chunk) using a datapack, another was making it as low as i can (to increase spawns, this works for other farms so i applied it to this one) and moving far away from all other portals i have made. every single time, The spawns are extremely low. I've done everything i can to make the drops better, at this point, i honestly don't know what i can do.
What have you done to keep other mobs from filling up the mob cap?
I would assume that zombie pigmen use the hostile mob cap.
So if the caves around you are full of hostile mobs then , I presume, you wouldn't get very many ZP spawning.
The hostile mob cap on a single player world is 70 and it limits the number of hostiles within an 128 block sphere around you.
If your creative world was a superflat world with nowhere else for mobs to spawn then the results wouldn't be comparable. (Unless the same is true of the hardcore world of course.)
You can get an idea of how many mobs are loaded by pressing <F3> and looking at the fifth line, where it says "E: (A)/(B)" (B) is loaded entities (with some exceptions I believe), entities are mobs (including passive), minecarts and stuff. So if you get a high value you should search them out and, if they are hostile mobs, eliminate them and make sure new ones don't spawn.
[A] can help you find them, that's the number of entities in the direction you are looking.
I would assume that zombie pigmen use the hostile mob cap.
No I don't think so. I can leave my farm for an hour and will have 100+ ZP's in it. The mechanic that spawns ZP's on overworld portal blocks (to give the illusion they've travelled from the nether) just uses a check every tick on any available portal blocks (hence bigger portals, more chances to spawn).
Must confess glancing at the clip, thats an odd design. The portals are in two groups with no spaces between, so pigmen who spawn on the far side of each group will have to walk across the other portals to reach the drop area. Which is not guaranteed!
Edit: Ahh, missed the bit about the Turtle Eggs, so that lures them to the drop area. I assume you remembered to put the turtle eggs!
When you say the spawns are extremely low, is this based on whats in the collection chests or going up to the portals and visually seeing a lack of ZP's?
lack of zombie pigman spawning which reduces the drops i get overall, which i don't understand why as i built the exact same thing in creative twice, and both are extremely efficient. Maybe location matters in the nether and i have to build it so a portal will link up in an open area in the nether, I'll have to try that later.
I said in my original post that i made a perimeter (21x21 chunk), so the mob cap isn't an issue at all, as no mobs can spawn there. there were more mobs spawning in my creative world (slime) compared to no other mobs in my survival, so I really don't know why. I think i know another test i can try, but i can't guarentee it will work.
Overworld zombie pigman farms have nothing to do with the Nether, as Mr_N_Derman wrote, the ZP aren't coming from the Nether, they spawn in the portals.
I'm not quite sure what you mean by "perimeter"?
The word itself means something like border, so would normally apply to something like a fence, which wouldn't stop spawning by itself, that would depend on what happens inside the border.
Does that include somehow stopping spawns in caves?
Unless it has since changed (since 1.6.4) the mob cap has no effect on the spawning of zombie pigman from portals; in fact, the only criteria used are a difficulty-based chance (1/2000 on Easy to 3/2000 on Hard and that the block they spawn on has a solid top surface and the block above is transparent (which will normally always be the case; if a portal block higher than the lowest block is ticked it will search down for a solid block below. The actual spawning is as if a spawn egg were used (called "ItemMonsterPlacer" by MCP), which do not perform any sort of checks before spawning a mob):
I haven't seen any indications that anything has changed since then (this Wiki page makes no mention of having to spawnproof the area for Overworld farms, only for Nether farms, and I haven't seen anything else that mentions the need to do this).
By perimeter, I mean a 21x21 chunk space completely dug out to bedrock layer, and glass blocks placed over. (made with a datapack). This eliminates all spawns in the area, except for where your farm is (you build it in the centre and there is a diamond block placed where the centre is).
for the zombie pigman spawns, It is interesting that they spawn in the portals, but that makes sense as only one dimension can only be loaded at once. The strange thing is, in creative it spawns a lot of pigman compared to my hardcore world, which barely spawns anything. I will attach a quick video below that i made, showing the creative spawns vs the hardcore spawns so you can see the difference. The farm you see in the first one is close to my main portals, but i have done many tests in different locations and in certain conditions and i get the same results every time. I'm just frustrated as i spent a lot of time getting the 1600 obsidian and using all of my iron for the hoppers (making an iron farm is difficult because my villagers keep despawning for no reason).
lack of zombie pigman spawning which reduces the drops i get overall, which i don't understand why as i built the exact same thing in creative twice, and both are extremely efficient. Maybe location matters in the nether and i have to build it so a portal will link up in an open area in the nether, I'll have to try that later.
I remade it in a new area that had an open area in the nether and it made no difference whatsoever. just a heads up
Have you made any changes to the randomTickSpeed gamerule? This determines how often a block is randomly ticked; the default value of 3 means that 3 blocks (possibly the same one more than once) are ticked per 16x16x16 chunk section per tick, for an average of 68.27 seconds between ticks of the same block (this means that on average you'll get a zombie pigman every 45513 seconds per portal block on Hard/Hardcore; a max-size portal (21x21 inside the frame) will spawn once every 103 seconds). I presume that the value in your Hardcore world hasn't been changed since you haven't made any mention of slow crop/tree growth, but you may have changed it in the Creative world to make testing easier (possibly for something else if you have multiple setups for different things).
It turns out i had my tick speed higher in the creative world, so the farm isn't broken. I never change that setting so idk how it happened. Thanks for letting me know TheMasterCaver, At least i know what it is now. I appreciate it
The portals are in two groups with no spaces between, so pigmen who spawn on the far side of each group will have to walk across the other portals to reach the drop area. Which is not guaranteed!
Is it possible that some of the spawns end up "leaking" into the nether or are pigmen somehow excluded from accidental portal-swallowing?
I know what the problem is now, in my creative test world, the randomTickRate was different which made them spawn more frequently. I don't know how i can close this forum, so if you can help me with that I'll be happy
I'm on JAVA 1.14.4.
TL;DR: I made an overworld gold farm on my creative world that gets a ton of zombie pigman spawns, but on my hardcore world i barely get any.
Hey everyone, I made an overworld gold farm in my creative test world to see how well it works, and the drops i was getting was amazing. i remade it again to make sure i know how to make it, then i went to my hardcore world. I made it 3 times, and each time i made it, i tried to do something to fix it. first, i made a perimeter around the area (21x21 chunk) using a datapack, another was making it as low as i can (to increase spawns, this works for other farms so i applied it to this one) and moving far away from all other portals i have made. every single time, The spawns are extremely low. I've done everything i can to make the drops better, at this point, i honestly don't know what i can do.
farm design by K1 Inc. :
Any help is appreciated, thanks :))
What have you done to keep other mobs from filling up the mob cap?
I would assume that zombie pigmen use the hostile mob cap.
So if the caves around you are full of hostile mobs then , I presume, you wouldn't get very many ZP spawning.
The hostile mob cap on a single player world is 70 and it limits the number of hostiles within an 128 block sphere around you.
If your creative world was a superflat world with nowhere else for mobs to spawn then the results wouldn't be comparable. (Unless the same is true of the hardcore world of course.)
You can get an idea of how many mobs are loaded by pressing <F3> and looking at the fifth line, where it says "E: (A)/(B)" (B) is loaded entities (with some exceptions I believe), entities are mobs (including passive), minecarts and stuff. So if you get a high value you should search them out and, if they are hostile mobs, eliminate them and make sure new ones don't spawn.
[A] can help you find them, that's the number of entities in the direction you are looking.
Just testing.
No I don't think so. I can leave my farm for an hour and will have 100+ ZP's in it. The mechanic that spawns ZP's on overworld portal blocks (to give the illusion they've travelled from the nether) just uses a check every tick on any available portal blocks (hence bigger portals, more chances to spawn).
Must confess glancing at the clip, thats an odd design. The portals are in two groups with no spaces between, so pigmen who spawn on the far side of each group will have to walk across the other portals to reach the drop area. Which is not guaranteed!
Edit: Ahh, missed the bit about the Turtle Eggs, so that lures them to the drop area. I assume you remembered to put the turtle eggs!
When you say the spawns are extremely low, is this based on whats in the collection chests or going up to the portals and visually seeing a lack of ZP's?
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
lack of zombie pigman spawning which reduces the drops i get overall, which i don't understand why as i built the exact same thing in creative twice, and both are extremely efficient. Maybe location matters in the nether and i have to build it so a portal will link up in an open area in the nether, I'll have to try that later.
I said in my original post that i made a perimeter (21x21 chunk), so the mob cap isn't an issue at all, as no mobs can spawn there. there were more mobs spawning in my creative world (slime) compared to no other mobs in my survival, so I really don't know why. I think i know another test i can try, but i can't guarentee it will work.
Overworld zombie pigman farms have nothing to do with the Nether, as Mr_N_Derman wrote, the ZP aren't coming from the Nether, they spawn in the portals.
I'm not quite sure what you mean by "perimeter"?
The word itself means something like border, so would normally apply to something like a fence, which wouldn't stop spawning by itself, that would depend on what happens inside the border.
Does that include somehow stopping spawns in caves?
Just testing.
Unless it has since changed (since 1.6.4) the mob cap has no effect on the spawning of zombie pigman from portals; in fact, the only criteria used are a difficulty-based chance (1/2000 on Easy to 3/2000 on Hard and that the block they spawn on has a solid top surface and the block above is transparent (which will normally always be the case; if a portal block higher than the lowest block is ticked it will search down for a solid block below. The actual spawning is as if a spawn egg were used (called "ItemMonsterPlacer" by MCP), which do not perform any sort of checks before spawning a mob):
I haven't seen any indications that anything has changed since then (this Wiki page makes no mention of having to spawnproof the area for Overworld farms, only for Nether farms, and I haven't seen anything else that mentions the need to do this).
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?
By perimeter, I mean a 21x21 chunk space completely dug out to bedrock layer, and glass blocks placed over. (made with a datapack). This eliminates all spawns in the area, except for where your farm is (you build it in the centre and there is a diamond block placed where the centre is).
for the zombie pigman spawns, It is interesting that they spawn in the portals, but that makes sense as only one dimension can only be loaded at once. The strange thing is, in creative it spawns a lot of pigman compared to my hardcore world, which barely spawns anything. I will attach a quick video below that i made, showing the creative spawns vs the hardcore spawns so you can see the difference. The farm you see in the first one is close to my main portals, but i have done many tests in different locations and in certain conditions and i get the same results every time. I'm just frustrated as i spent a lot of time getting the 1600 obsidian and using all of my iron for the hoppers (making an iron farm is difficult because my villagers keep despawning for no reason).
I remade it in a new area that had an open area in the nether and it made no difference whatsoever. just a heads up
Have you made any changes to the randomTickSpeed gamerule? This determines how often a block is randomly ticked; the default value of 3 means that 3 blocks (possibly the same one more than once) are ticked per 16x16x16 chunk section per tick, for an average of 68.27 seconds between ticks of the same block (this means that on average you'll get a zombie pigman every 45513 seconds per portal block on Hard/Hardcore; a max-size portal (21x21 inside the frame) will spawn once every 103 seconds). I presume that the value in your Hardcore world hasn't been changed since you haven't made any mention of slow crop/tree growth, but you may have changed it in the Creative world to make testing easier (possibly for something else if you have multiple setups for different things).
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?
It turns out i had my tick speed higher in the creative world, so the farm isn't broken. I never change that setting so idk how it happened. Thanks for letting me know TheMasterCaver, At least i know what it is now. I appreciate it
Is it possible that some of the spawns end up "leaking" into the nether or are pigmen somehow excluded from accidental portal-swallowing?
I know what the problem is now, in my creative test world, the randomTickRate was different which made them spawn more frequently. I don't know how i can close this forum, so if you can help me with that I'll be happy