Re: MC 1.3: Pigmen Spawn near Nether Portals
Posted: Sat Aug 04, 2012 12:21 pm
Wouldn't it also be possible to prevent ghast spawn by making sure your portal is enclosed in a too small area?
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Yes, and this is exactly how all of my portals are currently safeguarded. However, we don't know the allowed spawn range from the portal since this feature is a work in progress.morvelaira wrote:Wouldn't it also be possible to prevent ghast spawn by making sure your portal is enclosed in a too small area?
Well, your argument doesn't seem to be against this change in particular, as much as it seems to be against the Nether as a whole man. It seems to boil down to "I don't want to go there". Obviously, making the Nether a more interesting part of gameplay in MC has been one of my design goals since the very early days of the mod, so I'm not going to abandon that idea now.Battosay wrote:I'm not against a bit of Gold farming in the Overworld.
Because so far the only thing I do in the Nether is to afk to wait for my shit to grow, then come back.
I built pretty much all I needed in the Nether, so I have barely no reason to stay in it, so when I come it's mostly at night, when I'm going to bed, to stay afk around my farms. Or every now and then to collect some Netherrack.
But then none of my thing are working in the Overworld, which sucks. So I barely go there.
Urian wrote:Is there a viable way to build a pigman farm in vMC? BTW does a lot to facilitate nether pigmen farms (limit the spawning to only netherrack and netherbrick plus having nether groth to further reduce the possible spawning placed) but wouldn't it in vMC require you to replace an enormous are of the nether with half slabs? If so, then I can understand having a way to make a pigman farm in the overworld (even though I doubt that's the reason for it given Mojang's stance on mob farms)
This sounds a little bit as you still are playing with the thought of a TC ?FlowerChild wrote:Well, you'll note I didn't say it's a bad thing. All I said there, is it's not my preferred design direction of MC, or for the mod. Mojang is going one way, and I'm going another.
A little bit, but I'm playing it very slow and careful in that regard. I'd prefer to keep the mod as close to vanilla as possible, while making some small changes here and there to help with the overall flow of the tech-tree.Donzaffi wrote: This sounds a little bit as you still are playing with the thought of a TC ?
XephodHuntmaster wrote: Any idea as to when FC is going to update the mod?
Pastries are only for MCF, where I don't have a banhammer at my disposal.Briali wrote: Here, have a pastry.
im not completely sure but i think it means Total Conversion.CycloneSP wrote:
Pardon my derpyness, but what is a 'TC' ?
I don't really believe that, as I've taken a brief look at the code responsible, but if that's the case it makes this a non-issue. I suspect it more likely that they didn't properly light up the area or what have you, and other mob types were capping the spawn limit.Heightren wrote:I was watching videos and it truns out they have discovered that the number of portals doesn't increase the rate of pigmen spawning
I have found that large enclosed spaces in the nether have a tendency to accumulate Ghasts if you remain in the loaded area for an extended period of time. It works best if you have reduced the possible area of spawning pigman, thus increasing the capacity for spawning Ghasts. I haven't attempted to automate kills in such a room, but in a five high room 30x30 while afk for six hours held 13 Ghasts when I returned. Based on the output of my pigman farm, I believe these Ghasts spawned within the first two hours and maxed my mob capacity. Toss in automated killing and a way to stop your pigman farm (all pistons on for example) theoretically could make a decent ghast farm viable. Unfortunately I'm far from being able to try this in my current world.CycloneSP wrote:Awe, sad face. And here I was kinda looking forward to a practical ghast farm. Oh well, I won't try to force the issue. Especially if it concerns performance. (I am currently learning my lesson with creating systems that impact performance. It's kinda like playing with fire... only worse.)
Actually, mojang has never stated that they dislike mob traps. Notch actually stated the opposite during his time as head developer. So it would actually make sense that they would want to add more possible ways to farm mobs.Ribky wrote:I honestly can't see any reason why they would choose zombie pigmen other than to be able to farm the hell out of them... which also contradicts Mojang's odd dislike of mob traps. I dunno... I don't think it was thought through enough over at HQ. I can't stand pigmen to begin with, last thing I want is them showing up on my overworld... at least not without getting to watch some lightning fireworks back at the pig farm.
Yeah, they did. Notch actually tried to kill mob-traps entirely a short while before 1.0 was released, and the public outcry that caused made him back off and do it in more subtle ways, gradually over time instead.wolfe wrote: Actually, mojang has never stated that they dislike mob traps. Notch actually stated the opposite during his time as head developer. So it would actually make sense that they would want to add more possible ways to farm mobs.
Fuck, why don't I remember that? I guess he never got the chance to nerf them himself, as he stopped leading the game development right after 1.0 was released. Although I think if there was any remaining plans for killing mob traps, it would have been done by Jens and Jon, as they have been making mobs more smart and dangerous. Looking at the stuff they're working on for 1.4 makes me worry that they will either make mob farming freaking difficult or freaking rewarding(Zombies in enchanted diamond armor with a sword: curse or gold mine?)FlowerChild wrote:Yeah, they did. Notch actually tried to kill mob-traps entirely a short while before 1.0 was released, and the public outcry that caused made him back off and do it in more subtle ways, gradually over time instead.wolfe wrote: Actually, mojang has never stated that they dislike mob traps. Notch actually stated the opposite during his time as head developer. So it would actually make sense that they would want to add more possible ways to farm mobs.
That's what emergent gameplay is all about. Sometimes the most fun aspects of a game aren't anticipated originally by the designers. When that happens, you have two choices: either get rid of them, or change your design to embrace them.Last_Jedi_Standing wrote:I can easily see why Mojang would think of mob farms as an exploit if they didn't intend for players to do that.
You can still make ghast farms with detectors and arrows in the nether; it's just harder to get reliable spawns. But if you make a big room and limit pigman etc. spawns elsewhere with nether groth or something, it could be a possibility. Only thing that comes to mind that would be a problem is drop collection, since you can't use water.Last_Jedi_Standing wrote: EDIT: Wait. No ghast farms because Mojang made portals use too many tile entities? <beats head with board> GAH! <thwack> WHY <thwack> WHY <thwack> NO MORE AWESOME <thwack> CURSES <thwack> THOSE WONDERFUL DREAMS <thwack> DETECTORS AND ARROWS <thwack> and now that I've started this I don't know how to end it so it's funny instead of depressing.