How to Fix Mob Farms on Servers | Minecraft 1.18 Suggestion

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In Minecraft 1.18 mob spawning has changed. Hostile mobs now only spawn in light level 0 which is a great change in my opinion. If we're revisiting mob spawning, how about a way to fix mob farms built on multiplayer servers that just don't work with others are online. Today I'd like to propose a simple (hopefully) change to mob spawning that will be fairer for all players and ensure your mob farms work even when other players are online. This video is focusing on vanilla Java Edition game mechanics.

Farms for 1.17:

Client Mods:

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Everybody can hope that this video is viewed by minecraft devs and they consider this an important change to bring to the game and have fun in multiplayer servers.

sylesh
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Everybody should beware, most servers that people play on are not “vanilla”. They are often bukkit, spigot, paper, forge, etc. These non-vanilla server jars do not fully preserve vanilla behavior. They sacrifice vanilla behavior for more performance which is necessary for large servers.

The server jar called Paper has an option for a Per Person Mob Cap, which many server have enabled, but paper, and many other non-vanilla jars can also lower to mob cap to save server resources. They often also lower the mob spawn sphere from 128 blocks to 96 blocks, So keep that in mind when building mob farms.

If you want to vanilla experience with good performance, you should use fabric with lithium and phosphor, which improves performance without breaking vanilla behavior

dillanagarwalla
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As a general idea it seems like a rather simple and straight forward way to improve gameplay for most players. Mojang should definitely implement something like this!

LanderPlasschaert
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I think this makes a lot of sense. It's not just more fair it's more intuitive to the average player, which is an important part of ux.

rjamsbury
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This feels like a pretty big oversight on the original developers I mean certain players getting triple or quadruple the hostile mobs of all other players are flying seems pretty unbalanced

swegatron
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4:30 man build Terraria in Minecraft to explain Minecraft mob spawning mechanism. Respect.

zedquincey
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I like how he can explain things in such understandable terms.

turtilee
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This is actually how I thought mob caps worked when I first heard about them. It makes logical sense.

tyrsia
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There is a function in Paper version of Servers called " per-player-mob-spawns " which kinda does the same mobcap per player thing you are talking about

rafid_zx
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This is how it always should have been since multiplayer was added

telendar_
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This video is very informative and explains everything well. We have a similar issue on realms where no matter how you setup farms the rates are always less even when your the only one online and would love more youtubers to come up with ways to beat/resolve this.

kaimoffat
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Great video! I totally agree! One more reason why farms struggle on larger SMPs is there are hidden data packs that change the 128 spawning sphere. My current server is a 38 block despawn sphere, thus I have to design my own farms using minihud. If people don’t realize that huge game change is there, farms won’t work At all

arafpv
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Make it togglable, doPerPlayerMobcap true or something like that. I like it.

ZerofeverOfficial
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I had this problem 3 days ago after spending 6 hours on multiple farms. And the only solution I found was that only the person that wanted to farm could be online for an effective and working farm. Thank you for making this video!

jitseschreurs
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experimental 3 seems to have done something along these lines!

CreativelyJake
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Not only highly technical servers use the enlarging mobcaps feature. On my SMP I pretty often spawn bots in on special locations to largen the mobcap. I also sometimes do this as a prank, if someone says they are going to cave I also do it, a bit sadistic but it's fun. But like you said, it's for the greater good.

micl
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I think the last issue about "increased mob caps" being used to fuel a single farm could be prevented by just counting mobs per player in their own radius. There doesn't need to be a raised global cap on anything. Just keep track per player exclusively, and when a mob is spawned, the game can keep track of which player it spawned for, even if other players are also in its radius. This means that multiple people could afk inside a single area and get increased spawns (the same effect as players raising the cap by spreading out in "dead zones")

trashcaster
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I would love to see this implemented as a game rule in vanilla. Fantastic idea! Hope something comes of this, Logic!

jonotis
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I assume if there is any lag it would be in determining which mob is associated to which player, and since mobs despawn instantaneously if there are more than 128 blocks away, this value could be modified quite frequently in non optimized areas of the world. Would definitely be curious to see how Mojang would tackle this in a way that it would laggy, or memory intensive for more than 20+ players at a time.

To tackle the problem that technical players would not be able to abuse the mob cap system in this layout is simply by reverting to the old 1.12 spawning criteria where overlapping chunks surrounding each player are counted more than once when deciding how many mobs to spawn. Personally, I liked this behaviour over the what we have now

TammonOG
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A gamerule "doIndividualMobCap" would be a good way to implement this, off by default. It would work for technical servers and servers where there are a lot of farms on. Technically it shouldn't be that hard to implement as some servers that run on custom jars like paper or bukkit already have such options. It's really up to the MC devs to actually take their time to make it

SirUmnei