Hi guys and welcome to modern Minecraft I’m joking not entirely because you’ll be modding the game today quite a bit but let’s get straight to the point there has been a few significant changes made in 1.9 version of the game to the spawning mechanics that definitely should change expectations of many kinds Of mob farms and if those changes stay may change a general approach to a few staples of minecraft mod farming as per usual one of the changes is a bug and the other a feature a feature is when we can observe deliberate changes in the code proving that the change was Intended in a bug is when we can observe in the code deliberate pieces trying to do something else but the game in fact acts the opposite let’s start with a new feature pack spawning has been nerfed in general every game take the game checks if there are extra slots Available for certain mobs to spawn and if so goes through all the places called chunks around all the players and attempts to place a few new mobs in the world to fill the mob caps in each of the chunks it finds the random location to start the spawning algorithm and if Certain conditions are met like the initial spawning point is not occupied by a full and opaque block it can commence the spawning procedure in it it tries to spawn up to three packs of mobs of possibly different types around the initial spawn location for every pack it Selects the starting point up to five blocks away in x and z directions from the initial spawning point and chooses the type of a mob that is appropriate to that particular location so for instance if it travels to here it can spawn spiders zombies gardens creepers slimes and German and witches So let’s say it chooses zombies now guys please collaborate with me I’m demoing stuff to the peeps and I don’t want anybody to kill each other or blow up something okay thanks the game checks if a zombie can spawn here fits nicely light is good etc if Everything is cool let’s assume is nice for a moment it spawns the mob and searches for another location in the 5×5 infinity to spawn another trice again it may fail because mobs cannot spawn me there and then again up to four mobs then it goes back to the starting point And start the second part with possibly a different type of a mob for up to three different such groups in total now if at any point it reaches for creatures total spawned in the cycle it finish this up spawning for this champion continues in the next one it used to be Like that in one point eight three packs of max for creatures each but also for mobs max in total so as you might quickly calculate 12 attempts to spawn up to four creatures in 1.9 though the size of the pack that the game attempts To spawn is not fixed to four but is a random number from one to four so it may decide to spawn first only two zombies followed by just one creeper which may always fail and maybe one Enderman essentially for every part drawing a random number of attempts from 1 to 4 so In general it uses on average 7 point 5 attempts to spawn up to 4 mobs in many situations like this one were lots of places around the spawn point are good for spawning it is probably going to find all four but in more challenging terrain is quite likely that this seven Point five attempts may not be sufficient to reach for successful spawn let’s check what happens if you simulate the spawning algorithm in a perfectly flat area with all spaces available for spawning for both 1.8 and 1.9 algorithms since the algorithm cannot fail in any of these locations the 7.5 attempts are Sufficient to spawn the maximum of 4 mobs and we can notice the decline in spawn rates of only 3% between the extremely slim chance of spawning three packs of only one more peach let’s check a different scenario long stripes of spawning ball locations divided by a few blocks of Vulnerable space typical deal in all the fast reaction piston flow retracting mop firms since most locations are not available for spawning the game has to hunt a bit for a suitable spot the drop in spawned rates in such farms are 30% comparing to 1.8 so in general smaller Or bigger drops in yield should be observed in all farms based on natural spawning to name a few general host mode farms Enderman farms garden farms peaceful mob farms slime farms quit firms zombie pigmen farms wither school farms cut funds but firms and which funds the last one is a prime Example we go to pretty tight restrictions with regards to the spawning area and the usefulness of the drug generated by these farms there were good benchmarks of what could be achieved but before we look deeper into which farms let’s talk about the other change the buggy one previously in 1.8 Mobs could only spawn in spaces not occupied by other entities so it was imperative to remove freshly spawned mobs from the farm area as soon as possible to allow other mobs to spawn in the same location it used to be the case in 1.9 the only entity that can prevent Mobs from spawning is a boat and all modes can actually spawn in the same space occupied by another mode this doesn’t seem like an intended change because the source code seems still to tell otherwise but as a result it is now possible to make 100 percent efficient Which farms for example it is when all the spawning spaces are available all the time for spawning the only task is to remove the mobs from the farm area before they would be spawned or fill them up camp and you cannot do it by pushing them with blocks or removing the Floor underneath them because this would result in temporary blockage of spawning space thus reducing the efficiency to remove witches you will need to use entities I have totally unintentionally came up with such hundred percent efficient design a while ago using arrows from skeletons to shoot off which Is down the spawning platform oh you don’t see stuff let me turn on the lights so you can see better I noticed that the farm performs better than it was supposed to but I didn’t know why back then now with the ability to nullify the skeleton arrows by Dropping them on forever following some entities that want to fall down on the fence but are at the same time repelled by its engorged collision box and therefore never reaching the surface of it a trick found previously by ill mango we can now have a server friendly pure Entity’s version of the farm oh and did you say that handling skeletons in survival is not easy just drink an invisibility potion and as long as you keep the distance of at least two blocks they won’t even notice it so the premise for a perfect witch farm is very simple Leave them spawning blocks alone and find an original way to push the witches of the platform this may possibly lead to some very interesting designs obviously until moynak realizes about the bug and fixes it but this would mean that hundred percent of in which farm designs are not longer possible with the New conditions new benchmarks for efficient which farm designs are required because old numbers do not hold true to estimate them accurately I had to mod the game to allow me to simulate minecraft spawning algorithm within the actual Minecraft game so here we have it a modded minecraft experience With all the aspects of the game run as normal 20 ticks per second except for mob spawning I disable spawning of passive ambient and watering mobs entirely to save on some CPU and crank up hostile mobs funny – 2006 per second allowing to simulate one hour of mob Spawning in 36 seconds all the area around the witch hut is protected from spawning and three platforms of the witch hut were replaced with n stone to be able to track more data with distance formed on top of the N stone as relevant spawns for the witch farming area the Mobs that spawn were then removed at the end of each spawning cycle and then entire stock was repeated again 100 times in each game tip this allowed me to obtain an equivalent of 30 days of afk in little over seven hours I then collected results of potential jobs from those witches that spawned Within these individual one-hour sessions and aggregated them into a histogram indicating what yield can be expected after F gain for an hour at a witch hub let’s first take a look at one point eight point eight version of the game we can see that the possible droppings vary greatly but large number Of sessions allowed me to estimate that the average yield of an ideal which farm would be 75 hundred seventy-five plus minus ten drops per hour let’s now move to 1.9 snapshot when mob started to be allowed to spawn in each other the maximum theoretical yield of a farm was Raised to 7800 30 plus minus ten drops per hour many 1.9 compatible which farms were developed back then with great yield results reported but it was merely due to the new theoretical maximum of which firm performance with the advent of 1.9 and the spawning in nerf I dove down Into the code and identify the source of the drop performance in modified pack spawning algorithm the new benchmark for an optimal farm with this setting I measured at 6200 20 plus minus 10 drops per hour however these days it is still possible to make a hundred-percent revision which one design because of the No entity collision bug so what would happen if this bug was fixed I actually decided to go ahead and fix it myself just to estimate how much we could get from a witch farm if this bug was not in the game I got the result after another 30 days Of afk of 6070 plus minus 10 drops per hour however this would also mean that we 100% efficient survival designs are no longer possible at the end I would like to point you to the variability in the obtained results of each one our long sessions which shows that you can Be easily up to 400 drops away from the actual performance of your phone to make sure you are within 100 drops away from the actual result you need to report the results of a 16 hour afk session or better 16 sessions one hour each that’s all they have got for you today If you liked it please leave a like and leave me a comment down below especially if there is something I could improve in the future see you the next one bye bye you Video Information
This video, titled ‘Minecraft 1.9 Mob Spawning Changes and Perfect Witch Farms’, was uploaded by gnembon on 2016-04-15 16:00:02. It has garnered 19445 views and 559 likes. The duration of the video is 00:10:42 or 642 seconds.
In this video I explain how natural mob spawning have changed in 1.9, and its effects on all sorts of farms based on natural mob spawning. I also explain the implications of entity collisions bug, that I found, and how it can be used to create a perfect witch farm. In a perfect witch farm all the spawn attempts that happend in it have 100% chance of success. I am also explaining how to design such a farm, showing as an example, a skeleton farm, which while not the fastest, is actually still optimal (especially for a single witch farm settings where there is no need to worry about the mob cap).
Moddeda aspects of the game (in MCP 9.18 (MC1.8.8) and MCP 9.24(MC1.9.0), used when appropriate): – chilled monsters (demonstration purposes only) – cranked up spawning (2000 ticks per second) – carpet mod (mob spawn debug information) – collision bug fix for 1.9 ! (hint)
References:
Skeleton-powered witch farm: https://www.youtube.com/watch?v=A2pY9d_rWoI
Galia’s sand on a fence trick: http://www.planetminecraft.com/project/arrow-converter/ Ilmango’s sand on a fence ‘bug’ explanation: https://www.youtube.com/watch?v=hW3hEc5amQs
Spire max farm extimation for 1.8 using commandblocks: https://www.youtube.com/watch?v=tMdP-h45VGY
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Minecraft IGN: gnembon
Find me on Twitter: http://twitter.com/gnembon_mc
Resource Pack: Minecraft HD 64 http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2209477
Music used:
– Holberg Suite https://musopen.org/music/2658/edvard-grieg/holberg-suite-op-40-string-orchestra-arr/