Rob wrote:
Not to rain on your massive build idea, but can PKs server hardware withstand the resources required to operate a trap that large? A small piston based trap with a saw kill pit would operate very well if the time spent building a large one was instead funneled into time spent lighting up the surrounding caves. This would also be kind to the server since entities die rather quickly after spawning.
Okay, theoretically the size of the mobtrap shouldn't cause any server load, as the mob spawns are still limited by the spawn code. The point of the mobfarm would simply be to cover more ground as opposed to manually clearing out and lighting all the caves in radius, a tedious and dangerous job even for the prepared. Figuring out where the radius extends to is also a tough job.
I'm actually wondering if all the pistons being triggered by mobspawns would be a bigger load on the server.
Anyways, not trying to bash or anything, but both ways are valid choices. Server shouldn't break unless we have too much iron.
On that note, will there be a sorting system for the mobfarm, and how advanced will it be in terms of sorting functions(ranging from unsorted to superadvanced sorting with bellows and all that shit) and depositing of loot(into chests or into appropriate recycling/processing facility)?
I'll see how much my vine farm can output. will probably make a few deliveries if I can.