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    posted a message on [128x128][1.5][1.6] Aza's Arid Pack 1/06 [WIP]
    Quote from Danteland

    Yes please update the texturepack. Do it as a christmas gift to the people.
    You have the greatest pack there is.


    I'm a patient man and know Aza will ultimately deliver something amazing with every block and item panned out in it. But these default textures I'm suffering atm are atrocious. If I have to look at one more piece of glass in default, I will find some real glass and gouge out my eyes.
    Posted in: Resource Packs
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    posted a message on Slime Spawning
    Quote from NorthAntrim

    Thanks for such a detailed explanation! Pumpkins shouldn't be a problem - I just built a farm which will yield me with 40 pumpkins if they are all grown.

    Slimes can't spawn on top of pumpkins though, right?

    Also, if I where to say, leave two blocks of space, then mine out another chunk above (below layer 40) I will increase my chances of slimes?

    I'm not very good at explaining, so here is a diagram:

    :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone:
    :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :: :: :: :: :cobblestone:
    :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone:

    Thanks :smile.gif:


    Do you mean 2 solid blocks at the ceiling for one and the floor for the next? Only need 1 solid block if that's the case. If you mean 2 air blocks before the ceiling, then it won't work too well. When Jeb implemented the bug fixes to cover the 236236 slime related things I posted on the wiki during the prereleases, he fixed it so that you need 3 blocks of space to spawn the medium and large slimes so that silly ceiling suffocation trick doesn't work anymore. But as for floors, make as many as you think you need.

    I found that with the 4 well lit spawning pads I had in my videos, that it worked beautifully at producing hundreds of slimeballs a minute. Then again, I also had a totally cleaned out world where I was constraining the slimes to those pads. My revision that I didn't record had 2 floors, 1800 pistons for an on/off control and a ton of glowstone and didn't seem to really produce that many more items. But in a legitimate scenario, I could see possibly doing 8 to keep an entire server happy.

    But the way you described it earlier, this is personal use only. So 2 should probably be more than enough for what you need :smile.gif:
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from NorthAntrim

    Ah, pumpkins. I never thought of that! Great idea, all the glowstone on this server is taken :smile.gif:

    Haven't had any hostiles yet, but I did get one small slime. Going to add some pumpkins now :wink.gif:

    EDIT: Are the torches on the wall taking up space since they aren't flush? If I replaced them with pumpkins, would I get more spawning space?


    Yes and no. The torch itself does consume a block of space but because it's a transparent, this tends to be overlooked by the game (namely in collision mask checks during spawning). As long as you leave the very bottom most layer above the ground block as air, you're golden. The air blocks are where the spawning happens. The game uses them in combination with solid blocks below the air to deem that spot as a valid point for spawning. So the more air on that layer, the better. But having them a few blocks up on the wall like you have already should be totally fine. Could also do ceiling pot lights with the torches in a few spots if pumpkins are hard to come by as well.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from NorthAntrim

    This is a very good topic. Thanks.


    Something like this should work, right?:






    It's 16x16, the entire slime chink.

    P.S: Hey there, Roboticaust!

    EDIT:




    What about on the walls like I have?


    Sup :wink.gif:

    Yeah, they should be fine. You still should get some light towards the center though since its a bit dark in there. A lit pumpkin or two in the ceiling or something around those lines should do fine.
    Posted in: Survival Mode
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    posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]
    Quote from jtpetino

    wheres is him, did he died O.o


    Last I heard, he hurt his hand and was having troubles doing most of these since it required a lot of drawing and photoshop tweaking to make. So my best guess is he gave up because of his hand :/
    Posted in: Resource Packs
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    posted a message on Slime Spawning
    Quote from Natt3535

    Quick question. Is there any problem with spawning just above bedrock? I have a well lit 16x16 spawning room in a slime chunk, but I have it right above bedrock and there is the particle effect from the void hanging around. Just wanted to check if this would cause any problems. Also, will sunlight stop slime from spawning if they're still below level 40?


    Light is encouraged and as far as I know and have seen, particle effect from bedrock doesn't alter spawning one bit. The code only states 39 and below. They don't do a light check like the other mobs, so light is used to separate them from normal mob spawning. So nothing wrong with sunlight. However if you are depending on that, then nighttime will produce other mobs in your spawner. As for the bedrock, I have a 2x2 slime chunk square right at my base that is dug down to that admin layer. I still see slimes there even after the 1.0 patch.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    Go back and look what I wrote. You build the floor at level 38. That's what I said and that's probably what people want to know. And I mentioned eye level at 40.6 so they could double check. Everything I said was correct. I don't know what you are arguing with.


    And he asked what floor is the highest one they spawn at, which is 39 currently.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    If the floor is at layer 38, you're standing in layers 39 and 40.


    Okay, you wanna get picky... fine. Spawning happens in the air ABOVE the block, not within the block itself. 39 is the last possible spawn spot which lies at foot level which is what I was referring to as 39. So no, spawning does not end at 38 nor 40. It's 39 (or 40.6 if you are looking at f3).
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from soridus76

    To help with spawning, don't spam torches on the floor. Slimes will not spawn on torches. Try to find another way of lighting.

    If you absolutely must use torches on the floor, spread them out at the max distance to maintain just enough light level to stop other mobs from spawning. Superfluous torches only increase the chance that they won't spawn.


    They can spawn on torches, but you need air blocks to trigger spawning. So every torch spent is one less eligible air block to trigger spawning.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    It's 40. So, the floor is 38 and when standing on it, your Y coord is ~40.6.


    39, not 38. Camera moves Y up 1.6 to adjust to eye level.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    Ok, I can't resist. Flatland world with a roof and no grass, in peaceful mode:



    And a second after switching to normal difficulty:



    Subtract those original 4 entites and that's 80 mobs. Awfully close to 79. And if you keep switching back and forth between peaceful and normal, the number will keep jumping up and down by about 80.

    And for the record, the reason I'm here is that I see you shooting your mouth off and insulting people all the time, which I could leave alone if you were actually right.


    Lies. I said "dramatically". Literally one word. Meaning there was no shooting of my mouth off. In fact, you're the one who started up on me, not the other way around. And last time I actually tested out the cap was pre5. Spent several hours streaming and doing mob damage tests because of that whole "zombies have more hearts" ********. Which for the record, they do not. They merely have an armor value.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    In single player, the hostile cap is 79. And it can be exceeded, since it's only checked at the beginning of a tick. It's been that value at least as far back as Beta 1.7. I haven't noticed any lack of mobs, nor any code changes that would cause one. But do share how you determined that no more than 50 are spawning, and what possible causes for this your code dives revealed.


    Considering I do a lot of empty spawn constrained world builds, yeah I totally can't peek at f3 to see it never pass 50 in any mob system. And the few hundred people watching me live stream mob tests totally couldn't see my f3 either. And don't patronize me. I know more about mobs than anyone else in the community. I invented slime farming in the first damn place as well as several other mob farms. First person with a fully functioning multi-configurable spawner pad setup, first person doing intensive experiments in the nether for an all-in-one farm solution, first person to get hostile mob sorter working after the y to z pathfinding fix at 1.3, etc.

    The fact is, they have been lowered time and time again over the past 9 months give or take. I remember a time when they had a cap of 300, so even 80 is pitiful.

    I've been intentionally avoiding replying to you the past few days because I knew you were here for the argument alone. And yet when I finally cave in, what happens?
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    Why do you say that? The numbers in the code haven't changed since at least Beta 1.7.


    I've been playing since alpha. 1.7 is not the end all be all. And the cap was definitely higher in 1.7. I remember distinctly going over 50 mobs more than once when working with pistons. Now I can't break that value without cheating and using mob spawners. Regardless, I miss my several hundred instead of my ridiculous handful. Even if you luck out and get all 50 spawned in a 15x15 chunk space, that really isn't much in the grand scheme of things. Finding mobs legitimately is a ****ing chore. Playing the game without any mob exploits is near impossible due to the awful xp system, the awful enchantment system and the amazingly low mob cap to tie it all together. I've literally seen 3 Ghasts in about 4 hours of legit glowstone farming. Spelunking is boring now as well. You rarely bump into mobs anymore because they are spread so paper thin. So argue all you want, I know better. I dove into the mob code more than once at 1.7 and 1.8 because I was pulling apart the spawning algorithm, but clearly I know nothing according to you.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from last_username

    I'm gonna have to ask for some hard evidence of this mob shortage, because all the game changes I'm aware of should only increase the amount of mobs. The spawning area shrunk by about 22%, but the mob caps stayed the same, so there should be a higher density of mobs. And they finally fixed the bug that was causing mobs to spawn in unloaded chunks and clogging up the caps, so spawning should be more consistent now, particularly in mob farms. Indeed, the mob farm I built in 1.8 now runs indefinitely, whereas before it would dry up after a few minutes.

    One change that could be a big problem for farms is that mobs now wander around only when a player is within 32 blocks of them. With no player in range, they just stand in one place. So if your trap relies on the mobs to wander off ledges, it might be somewhat broken now.

    BTW I updated the spawning page on the wiki with current infos:
    http://www.minecraftwiki.net/wiki/Spawn


    The mob cap has not stayed the same unless you are counting pre-releases. The mob cap over the last few months has gone from several hundred to about 50 not including saved entities like passive mobs and items on the ground. So higher density my ass.
    Posted in: Survival Mode
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    posted a message on Slime Spawning
    Quote from jockc

    I am seeing far less hostile mobs than in prior versions. Like 5% as many. My mob grinder produces nothing though it worked fine in 1.8 and previous. Spelunking is a joke, it is so easy now because in like 2 hours of caving you'll see about 10 mobs.


    A lot of it is a joke now. Even Ghast's got nerfed to spawn less often.
    Posted in: Survival Mode
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