The Meaning of Life, the Universe, and Everything.
Join Date:
2/21/2016
Posts:
53
Member Details
As some of my players insisted I upgraded my server to 1.9 (vanilla), and I then checked my iron, gold and slime farms, then noticed that the slime farm seemed no to be working. I have been afking for an hour (about 50 blocks away, where I used to have a lot of slimes) but didn't see any income. My slime farm is dug at level 30, into a spawn chunk found using chunkbase and it used to work well (though slowly). I placed a cactus pillar with an iron golem on the top of it so slimes would run into the cactus and die.
Still don't know what happened. They changed the spawn chunk algorithm, or perhaps slime would not attack iron golem anymore?
Not aware of any changes to slime chunks or how they view golems, however those are both good guesses. You could run some tests in custom superflat world using your seed. Have no spawnable blocks except in a slime chunk to see if they spawn where predicted by chunkbase.
You could create a golem and test its behavior toward slimes and their behavior toward it.
I do know that farms that rely on mobs spawning on minecart rails are broken because mobs no longer spawn on rails in 1.9
The Meaning of Life, the Universe, and Everything.
Join Date:
2/21/2016
Posts:
53
Member Details
Strange, I just created a superflat world and placed an iron golem on top of a cactus, and slimes nearby are still attacking it and eventually die on the cactus. So it seems 1.9 should not affect my slime farm at all. Maybe I will give it a long time for slime to spawn, like a few hours. Maybe they spawn the most during full moon even underground? We shall see...
I believe pack spawning mechanics were changed a bit. From the wiki:
Pack spawning is less likely to spawn the full pack, and less likely to spread them out.
Previously, spawning a pack would start from the center three times and cumulatively adjust the coordinates four times by up to ±5 in X and Z, trying to spawn a mob each time, for a total of twelve spawn attempts (although it stops early if a full pack has spawned). Now that "four times" is a random number 1–4, meaning fewer total spawn attempts and less chance for the attempt coordinates to get far from the pack center.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Okay so finally got some slime in the chest. So it still works, but I am almost certain that it is SLOWER than 1.8. Don't know why...
Knowing you're playing on a small server, I should stress that if anyone else is on the server, and in areas not sufficiently spawn-blocked, all mob farm production rates WILL suffer...
I do know that farms that rely on mobs spawning on minecart rails are broken because mobs no longer spawn on rails in 1.9
I know this is supposed to be a thing, but I don't think it's working. I created / tested my new universal mob farm design in 1.9 pre 2 which I believe was after this change was made, and I was still having issues with spiders spawning on my rails in a 1 tall gap :/. I'd have to go back and test it but I remember that particularly from when I was testing.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
I know this is supposed to be a thing, but I don't think it's working. I created / tested my new universal mob farm design in 1.9 pre 2 which I believe was after this change was made, and I was still having issues with spiders spawning on my rails in a 1 tall gap :/. I'd have to go back and test it but I remember that particularly from when I was testing.
I know this is supposed to be a thing, but I don't think it's working. I created / tested my new universal mob farm design in 1.9 pre 2 which I believe was after this change was made, and I was still having issues with spiders spawning on my rails in a 1 tall gap :/. I'd have to go back and test it but I remember that particularly from when I was testing.
I would have to see a screen of where you're experiencing this. I suspect you have a spawnable block next to the track that it is actually spawning on from your brief description.
I would have to see a screen of where you're experiencing this. I suspect you have a spawnable block next to the track that it is actually spawning on from your brief description.
I know my spawning mechanics well enough :P. No there was no spawning spaces inside assuming the rails thing is true. This is the collection system for the mob farm. It's completely enclosed and every block inside of it has a rail or powered rail on top of it. I experienced the spiders spawning in 1.9 pre 2. I haven't verified it was messed up still in the full 1.9 release though. I ended up just throwing some Jack'o'lanterns inside since you can place rails on top of them and it solved the issue though for my case.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
I know my spawning mechanics well enough :P. No there was no spawning spaces inside assuming the rails thing is true. This is the collection system for the mob farm. It's completely enclosed and every block inside of it has a rail or powered rail on top of it. I experienced the spiders spawning in 1.9 pre 2. I haven't verified it was messed up still in the full 1.9 release though. I ended up just throwing some Jack'o'lanterns inside since you can place rails on top of them and it solved the issue though for my case.
I have the same collection system for my guardian farm (with lanterns for lighting). The only thing I'm concerned with spawning on rails there is slimes in the 3 slime chunks that dot the farm. I'll have to monitor it sometime; but right now, our server is busy exploring for new stronghold locations close to other prospective farm locations (near monument & witch hut, for example).
I have the same collection system for my guardian farm (with lanterns for lighting). The only thing I'm concerned with spawning on rails there is slimes in the 3 slime chunks that dot the farm. I'll have to monitor it sometime; but right now, our server is busy exploring for new stronghold locations close to other prospective farm locations (near monument & witch hut, for example).
Ah yeah that would be problematic since slimes ignore light levels in the slime chunks. Like I said though I don't know if this is the case in the full 1.9 release, haven't tested it personally since I had no need after throwing the jack'o'lanterns under the rails.
Either way, rails are supposed to be unable to spawn mobs on in that block, so even if it isn't working now, they will eventually fix it. So, assuming it's still broken, once it get's fixed if it isn't already working as intended, then all you will need to do is put the hopper minecarts back in place.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
No worries, I wasn't offended. That's why I put the face.
As far as the other post / that video, did Mott say what version he was in? That video could still be before 15w46a when the mechanics "changed". Mobs used to be able to spawn on rails but the pack spawning location was unable to be chosen on rails. So if a pack spawning location was chosen on the same Y level nearby which wasn't on a rail, but the rails were within the radius which mobs could spawn on around the pack spawning location, the individual spawns could still succeed.
That's how it used to be, now from the wiki, in 15w46a is when the spawning changed a bit.
Mobs can no longer spawn in blocks containing buttons, tripwire hooks, pressure plates, levers, redstone torches, redstone repeaters, comparators, or redstone dust.
I can't be sure, but I'd have to assume that these new spawning rules are directed at individual spawns and not the entire pack spawning, because pack spawning needs to be an air block to be an eligible pack spawning location, at least for non-aquatic mobs, so none of those new spawning rules would even apply.
As for why it isn't working.. well, I'd need to do some code diving into the 1.9 code to figure that out, which as far as I'm aware, I can't do.. I don't think MCP is out for 1.9 but I haven't been messing with modding in quite some time now.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
As some of my players insisted I upgraded my server to 1.9 (vanilla), and I then checked my iron, gold and slime farms, then noticed that the slime farm seemed no to be working. I have been afking for an hour (about 50 blocks away, where I used to have a lot of slimes) but didn't see any income. My slime farm is dug at level 30, into a spawn chunk found using chunkbase and it used to work well (though slowly). I placed a cactus pillar with an iron golem on the top of it so slimes would run into the cactus and die.
Still don't know what happened. They changed the spawn chunk algorithm, or perhaps slime would not attack iron golem anymore?
Hi! If you look at the Minecraft Wiki page on slimes, you will see that the most recent change in them, was 1.8 and it says they will despawn if a player is not in a 32 block range of the slimes. So try gteting 30 blocks away instead of 50. Hope this helped!
Hi! If you look at the Minecraft Wiki page on slimes, you will see that the most recent change in them, was 1.8 and it says they will despawn if a player is not in a 32 block range of the slimes. So try gteting 30 blocks away instead of 50. Hope this helped!
The OP was in 1.8 which was his baseline for the spawn rates, so upgrading from 1.8 to 1.9 wouldn't change that at all since the change you're referring to happened before any of this. Just for your info however, the wiki says there is a chance of them despawning, as there is with every type of hostile mob which is over 32 blocks away from the player. So standing that close really isn't necessary in a mob farm as the mobs should be dying before they try to despawn.
However, if you scroll up a bit, you will see my post where I said linked the newest change to mob spawning which happened in 1.9 pre-release 2 stating
Pack spawning is less likely to spawn the full pack, and less likely to spread them out.
Previously, spawning a pack would start from the center three times and cumulatively adjust the coordinates four times by up to ±5 in X and Z, trying to spawn a mob each time, for a total of twelve spawn attempts (although it stops early if a full pack has spawned). Now that "four times" is a random number 1–4, meaning fewer total spawn attempts and less chance for the attempt coordinates to get far from the pack center.
Essentially this means for all types of hostile mobs, less of them will be spawned within a single game cycle. This would be the main culprit for the change between spawn rates in 1.8 to 1.9
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
The OP was in 1.8 which was his baseline for the spawn rates, so upgrading from 1.8 to 1.9 wouldn't change that at all since the change you're referring to happened before any of this. Just for your info however, the wiki says there is a chance of them despawning, as there is with every type of hostile mob which is over 32 blocks away from the player. So standing that close really isn't necessary in a mob farm as the mobs should be dying before they try to despawn.
However, if you scroll up a bit, you will see my post where I said linked the newest change to mob spawning which happened in 1.9 pre-release 2 stating
Pack spawning is less likely to spawn the full pack, and less likely to spread them out.
Previously, spawning a pack would start from the center three times and cumulatively adjust the coordinates four times by up to ±5 in X and Z, trying to spawn a mob each time, for a total of twelve spawn attempts (although it stops early if a full pack has spawned). Now that "four times" is a random number 1–4, meaning fewer total spawn attempts and less chance for the attempt coordinates to get far from the pack center.
Essentially this means for all types of hostile mobs, less of them will be spawned within a single game cycle. This would be the main culprit for the change between spawn rates in 1.8 to 1.9
As some of my players insisted I upgraded my server to 1.9 (vanilla), and I then checked my iron, gold and slime farms, then noticed that the slime farm seemed no to be working. I have been afking for an hour (about 50 blocks away, where I used to have a lot of slimes) but didn't see any income. My slime farm is dug at level 30, into a spawn chunk found using chunkbase and it used to work well (though slowly). I placed a cactus pillar with an iron golem on the top of it so slimes would run into the cactus and die.
Still don't know what happened. They changed the spawn chunk algorithm, or perhaps slime would not attack iron golem anymore?
Not aware of any changes to slime chunks or how they view golems, however those are both good guesses. You could run some tests in custom superflat world using your seed. Have no spawnable blocks except in a slime chunk to see if they spawn where predicted by chunkbase.
You could create a golem and test its behavior toward slimes and their behavior toward it.
I do know that farms that rely on mobs spawning on minecart rails are broken because mobs no longer spawn on rails in 1.9
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..
Yeah, i just read from wiki that in 1.9 mobs will avoid fire and cactus. I am not sure if they would still do that when attacking a target..
Strange, I just created a superflat world and placed an iron golem on top of a cactus, and slimes nearby are still attacking it and eventually die on the cactus. So it seems 1.9 should not affect my slime farm at all. Maybe I will give it a long time for slime to spawn, like a few hours. Maybe they spawn the most during full moon even underground? We shall see...
Okay so finally got some slime in the chest. So it still works, but I am almost certain that it is SLOWER than 1.8. Don't know why...
I believe pack spawning mechanics were changed a bit. From the wiki:
Pack spawning is less likely to spawn the full pack, and less likely to spread them out.
This was changed in 1.9 pre 2
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Are you telling me that finally my nether rail lines wont get zombie pigmen spawning on them anymore!? Chamone!
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Yup yup. That's the change I've looked forward to most....
<-- Click Banner to Apply !!
Knowing you're playing on a small server, I should stress that if anyone else is on the server, and in areas not sufficiently spawn-blocked, all mob farm production rates WILL suffer...
<-- Click Banner to Apply !!
I know this is supposed to be a thing, but I don't think it's working. I created / tested my new universal mob farm design in 1.9 pre 2 which I believe was after this change was made, and I was still having issues with spiders spawning on my rails in a 1 tall gap :/. I'd have to go back and test it but I remember that particularly from when I was testing.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Tell me it isn't so!!! I haven't tested myself.
<-- Click Banner to Apply !!
I would have to see a screen of where you're experiencing this. I suspect you have a spawnable block next to the track that it is actually spawning on from your brief description.
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..
I know my spawning mechanics well enough :P. No there was no spawning spaces inside assuming the rails thing is true. This is the collection system for the mob farm. It's completely enclosed and every block inside of it has a rail or powered rail on top of it. I experienced the spiders spawning in 1.9 pre 2. I haven't verified it was messed up still in the full 1.9 release though. I ended up just throwing some Jack'o'lanterns inside since you can place rails on top of them and it solved the issue though for my case.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
I have the same collection system for my guardian farm (with lanterns for lighting). The only thing I'm concerned with spawning on rails there is slimes in the 3 slime chunks that dot the farm. I'll have to monitor it sometime; but right now, our server is busy exploring for new stronghold locations close to other prospective farm locations (near monument & witch hut, for example).
<-- Click Banner to Apply !!
Ah yeah that would be problematic since slimes ignore light levels in the slime chunks. Like I said though I don't know if this is the case in the full 1.9 release, haven't tested it personally since I had no need after throwing the jack'o'lanterns under the rails.
Either way, rails are supposed to be unable to spawn mobs on in that block, so even if it isn't working now, they will eventually fix it. So, assuming it's still broken, once it get's fixed if it isn't already working as intended, then all you will need to do is put the hopper minecarts back in place.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Sorry Crumpet, didn't mean to offend.
I see an old post by Mottbot that Killr_Princess even commented in. Wonder what the explanation is?:
http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2609693-mob-spawning-on-rails-game-mechanic
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..
No worries, I wasn't offended. That's why I put the face.
As far as the other post / that video, did Mott say what version he was in? That video could still be before 15w46a when the mechanics "changed". Mobs used to be able to spawn on rails but the pack spawning location was unable to be chosen on rails. So if a pack spawning location was chosen on the same Y level nearby which wasn't on a rail, but the rails were within the radius which mobs could spawn on around the pack spawning location, the individual spawns could still succeed.
That's how it used to be, now from the wiki, in 15w46a is when the spawning changed a bit.
Mob spawning
I can't be sure, but I'd have to assume that these new spawning rules are directed at individual spawns and not the entire pack spawning, because pack spawning needs to be an air block to be an eligible pack spawning location, at least for non-aquatic mobs, so none of those new spawning rules would even apply.
As for why it isn't working.. well, I'd need to do some code diving into the 1.9 code to figure that out, which as far as I'm aware, I can't do.. I don't think MCP is out for 1.9 but I haven't been messing with modding in quite some time now.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Hi! If you look at the Minecraft Wiki page on slimes, you will see that the most recent change in them, was 1.8 and it says they will despawn if a player is not in a 32 block range of the slimes. So try gteting 30 blocks away instead of 50. Hope this helped!
The OP was in 1.8 which was his baseline for the spawn rates, so upgrading from 1.8 to 1.9 wouldn't change that at all since the change you're referring to happened before any of this. Just for your info however, the wiki says there is a chance of them despawning, as there is with every type of hostile mob which is over 32 blocks away from the player. So standing that close really isn't necessary in a mob farm as the mobs should be dying before they try to despawn.
However, if you scroll up a bit, you will see my post where I said linked the newest change to mob spawning which happened in 1.9 pre-release 2 stating
Spawning
Essentially this means for all types of hostile mobs, less of them will be spawned within a single game cycle. This would be the main culprit for the change between spawn rates in 1.8 to 1.9
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Ok! I did not see that!