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[1.20.1] Mob Grinder Too slow to keep up with wither farm #1857

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shadvalentine opened this issue Dec 6, 2024 · 8 comments
Open

[1.20.1] Mob Grinder Too slow to keep up with wither farm #1857

shadvalentine opened this issue Dec 6, 2024 · 8 comments
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@shadvalentine
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Base information

  • Minecraft version: 1.20.1
  • Mod version: 3.1.2.588
  • Minecraft Forge version: 47.3.11
  • Mod Pack: ATM9

I have noticed that in this version of Draconic Evolution, the Mob Grinder is very slow. I currently have a Wither spawner that is constantly spawning Withers. The Withers will back up in the kill zone with only a few (seems like 3 to 5) being killed before the Mob Grinder pauses for a bit. I had over 8 Withers spawned fully (meaning they could be killed). I have already added a filter telling it to only kill minecraft:wither, as I know there is an issue with it trying to kill vengeance spirits.

I like the ability to have a sword in the Mob Grinder, or I would use the Mob Crusher from Industrial Foregoing by itself. I currently have it set up with one Mob Grinder and one Mob Crusher. This setup does not let them back up, and still gets some of the loot from Mystical Agriculture using the sword in the Mob Grinder.

@brandon3055
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If you are continuously spawning withers in the kill zone, then it may be getting stuck on withers that are still in the spawning invulnerable state. I do need to re-work the logic to fix this,
If that's what's happening, then a work-around would be to spawn x-number of withers in quick succession, then add a delay long enough for them to finish spawning and be killed before spawning more.

@shadvalentine
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I have it setup so that the withers spawn far enough above the kill zone that they lose their invulnerability when they reach the kill zone

@shadvalentine
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shadvalentine commented Jan 8, 2025

Here is a screenshot of one of my wither farms. In this one, they lose their invulnerability right when they reach the kill zone. I have tried others where they lose their invulnerability before they reach the kill zone, with the same results.

image-2

@brandon3055
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What is your spawn rate? You may just be spawning them too fast for the grinder to keep up.
It can kill a maximum of 4 mobs per second, but if it ever finds there are no more mobs in its kill zone, it will start a 5 second cooldown before checking again.
But you can always add multiple grinders.

@shadvalentine
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Sorry, that was the latest spawner, I sped it up a lot with the Mob Crusher. I will show the screenshot with the slower spawn.

Adding multiple grinders did not speed it up at all, at one point, I had 4 grinders in the kill zone. It seems like they all target the same mob.

And the 4 kills every 5 seconds seems about right. is there no way to speed this up? Maybe add an option in the grinder, like an upgrade?

wither

@shadvalentine
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Looks like I misread your last comment. By design it is 4 mobs per second, and only pauses for 5 seconds if there are no mobs in the area. It seems to be pausing for 5 seconds every 4 kills, even if there are mobs in the area.

@brandon3055
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On second look, I'm pretty sure they are still in the invulnerable spawning phase when they reach the grinder.
What leads me to think that is the fact they are still the light blue colour, and I can see explosion particles in the kill box.
They explode at the end of the spawning process, and that's when the invulnerability ends.

@shadvalentine
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The kill zone is only 1 block deep on this setup, and they are no longer invulnerable right after entering the zone. I believe I tested this on a creative server where they were no longer invulnerable before entering the kill zone with the same results. I will test this again at some point.

I cannot test it right now, as I am currently playing ATM10, and Draconic Evolution is not upgraded to 1.21.1 yet, so it is not in the pack. Speaking of that, any eta on that update?

Do you think that you could do something like add a blacklist for mobs that cannot be hurt? I am guessing that every mob is spawned with a unique ID, if so, you could have it test like 3 to 5 times, with the first putting the mob to the back of the line for the current mobs in range, the second adding a 1 second blacklist, 3rd adding a 5 second blacklist.. and so on.

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