Background
Hello everyone, my name is Ares_theFox, and I’ve been playing on munchy survival for a few months now after migrating from a different SMP. I really enjoy Munchy Survival and wanted to contribute some of my knowledge to the community and offer some feedback about possible improvements to the game. As a more technical player I use a lot of redstone and game mechanic knowledge in my builds and have tested how different things work on the server compared to vanilla survival. As a result I have a few suggestions that could help optimize the server or make it more fun. But I’ll begin with information that I’ve gathered which people might find helpful.
I. Information
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A. Hostile Mob Spawning
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1. Despawn Zone
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The normal radius for hostile mob spawning/despawning is 128 blocks. On the server that range appears to have been reduced to 96. For despawns this appears to apply regardless of whether the chunk is within render distance or processing block updates. Mobs do not despawn if (1) they are in boats or minecarts, (2) they are nametagged, or (3) they are holding a dropped item (such as a zombie that picks up something). I do not know if this applies to naturally-spawned trident-holding Drowned but I expect it does not. Nametagged mobs do not apply to the local per-player limit.
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2. Mob Cap
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As I gathered from this forum post, hostile mob spawning is per-player and limited to 3 (which also limits pack spawns). If this is implemented the way I think, it means at maximum only 3 hostile mobs can spawn within 96 blocks of a single player. This is different from a global mob cap where hostile mobs can spawn around the player until the cap is filled–for example, 5 mobs could spawn near Player 1 and 1 could spawn near Player 2. This means that natural-mob farms are much more difficult. Spawn-proofing all blocks outside the farm, and providing as many valid spawn areas within that range, and killing the mobs as soon as possible, are all critical. Item clear is somewhat of an issue since central collection will cause the loss of some drops but individualized collection is overall less efficient.
However, with a lot of effort a hostile mob farm is still possible. Personally I have a large creeper farm spanning 128 x 128 blocks that attempts to balance dig effort, maximize spawn area, minimize non-mob entities, collection time and mob-life.
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3. Lazy Chunks
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I put this under Hostile Mob Spawning because it’s relevant to a mob farm: I’ve been unable to determine whether chunks are actually lazy-loaded or not. Blocks outside of render distance appear to immediately stop block entity processing as well as block updates, yet hostile mobs can still despawn. (I’ve encountered some quirks testing this so take it with a grain of salt.) It’s possible that mobs outside of render distance are “lazy” in that they’ll spawn but won’t despawn (despite being >32 blocks away), thus filling the local per-player mob cap. Again, I’m not sure this is the case, but if you want to build a mob farm be sure to spawn-proof everything outside the farm.
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4. Spawn Cycle
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I’ve had difficulty pinning this one down. I’ve killed 3 mobs and had 3 more almost immediately spawn, suggesting the spawn cycle is unchanged (every tick). However, I’ve also gone 5-10 minutes without having any mob spawns. This suggests either the cycle is changed, or mob spawning is not entirely player-based. I tested this in the End to avoid neglecting valid spawn area, but I have a few more things to try to shed light on the changes.
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B. Hostile Mob Spawners
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1. Quirks
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There are a lot of quirks to hostile mob spawners that I won’t go into here–I hardly use them and can’t say definitively how the quirks work or precisely what they are. Examples include mob clear, local spawner-mob limit, and hostile-mob AI changes.
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2. Bypassed Vanilla Delimiters
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Spawner-mobs bypass vanilla delimiting mechanisms such as using nametags on hostile mobs. For example, mobs will not spawn from a spawner when near too many other hostile mobs of a singular type regardless of whether they’re nametagged or not. Most people don’t have to worry about delimiters but if you do, you need to test all of them.
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3. Local non-spawner mobs limiting spawner mobs
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Having too many mobs near a spawner will prevent it from spawning. The way this applies is a little unclear, but it’s important enough in some circumstances that it deserves its own section. For example, having 21 wither skeletons within 32 blocks of a skeleton spawner will prevent skeletons from spawning. However, 10 wither skeletons + many other hostile mobs (e.g. zombies) within 32 blocks of a skeleton spawner will not stop it from spawning. I expect this is because wither skeletons are a skeleton variant (side note, “Strays” are not skeleton-variants) and the local check that spawners do on this server sees them as a limiting factor. Alternatively (and less likely), there could be a quirk where too many mobs of a single type within the vicinity of a spawner cause it to not spawn.
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C. Passive Mob Breeding
I haven’t done much testing on passive mobs except for breeding. There’s clearly a local limit (~15 or so) that prevents baby-passive mobs from spawning. You’ll still get everything else (e.g. xp orb; chicken egg-laying sound) but the baby just won’t spawn. There’s a margin for error for this but it appears that mobs need to be about 32 blocks away from 15+ mobs in order to spawn more babies. The practical effect is, for example, an automatic chicken farm could be stacked vertically with different egg-laying-chicken stations 32 blocks apart, and multiple egg-dispensing stations to allow chicks to grow up (also 32 blocks apart).
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D. Redstone
Thankfully, redstone is generally reliable and is not limited by annoying plugins (this is one of the reasons I moved to this server). The only quirk is that droppers and dispensers are unable to drop/dispense arrows, water, or lava. Water dispensers can be substituted with waterlogged trapdoors, but these limits do make drop-collection of arrows difficult in some setups as you can’t drop them into water streams.
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E. Gadgets
Gadgets seem to have a higher chance of breaking when they (1) change player inventory (e.g. dropping it from 1 player to another), and (2) interact with tile entities (such as chests or /ec or /backpack). This is not a guarantee (e.g. I’ve had blegs break while I was wearing them).
II. Suggestions/Bugs
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A. Achievements
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1. Phantoms
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At present it is impossible to complete the Adventure achievement page because two of the achievements (Monsters Hunted, and Two Birds, One Arrow) require phantoms. Overall I think disabling phantoms on an SMP is a good idea. However, I would like to be able to complete all the achievements. To solve this, phantom spawning could be changed to only be (1) during thunderstorms, (2) in the mining world, and/or (3) by spawn egg. In order to complete the latter achievement two phantoms are necessary.
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2. Bullseye
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I’ve been unable to get this achievement, but I’m not sure why. Sniper Duel works if you kill a skeleton in the mining world, but I’ve gotten bullseyes in several worlds but haven’t gotten the achievement. I had someone stand up close to the target block to check for proper arrow placement to verify my shooting, but it’s still possible I’m messing this one up.
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B. Nether Portals
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1. World-caching
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All nether portals (outside of the mining nether) cache to the mining nether. This is intuitively a little strange since you’d expect a nether portal in the underworld (which is a “nether”) to cache to the overworld (or mining world).
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2. Mobs unable to enter overworld portals
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Mobs in the mining world and the underworld are able to enter nether portals and go to the mining nether. However, I’ve been unable to transport mobs to the mining nether from the overworld. They just sit inside the portal (even on minecarts). It’s possible to transport mobs/villagers via boat + fishing rod + fly (actually it can be very fast), but it requires precise timing (and ++ rank), whereas in vanilla minecraft you could use the nether.
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C. Claim Blocks
I have >140k claim blocks but not enough Claims to use them (or even an area I want to claim). Being able to sell/transfer them to other players–or even convent them into something else–would be welcome.
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D. Droppers/Dispensers
These devices are unable to drop/dispense arrows and water. This makes certain item collection/distribution systems difficult, and certain farm setups much less efficient since trapdoors take up an additional block.
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E. TNT in Overworld Claims
This would make clearing out areas for farms and storage so so so much easier. On another SMP I played on, TNT was allowed within someone’s claim. Explosions on the border of that claim would only break blocks within the actual claim.
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F. Warp Shops within Mall Shops
This might not be a popular one, but I’d like to have the ability to put a beacon inside a mall shop that warps people to a non-mall shop (not a list of non-mall shops, but specifically my own shop). Essentially, a mall shop could have a link to one other specific place somewhere else in the overworld. In practice, this would look like a beacon (on obby or something) in a mall shop (or anywhere else in the world, for that matter), and if you right click it it instantly teleports you to that player’s non-mall shop.
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G. Carpet Mod / Scarpet Apps
Gnembon has an amazing mod called Carpet which allows for custom applications that can serve the same function as Gadgets. I won’t go into a lot of detail here, but non-vanilla mechanics could be easily made (and made more reliable) through scarpet. Here’s an example.
Conclusion
Let me know what y’all think. I really enjoy this server and only hope to make it better.