mojira.dev

Tom Grey

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Also I ran a short test just now, using Ray's wither rose wither skeleton farm and a bunch of repeating command blocks that instantly kill every entity that isn't a wither skeleton. (To simulate an only wither skeleton enviroment) I ran the test on vanilla 1.15.2 in a singleplayer world, with my render distance set to 10 chunks. The farm ended up generating about 63 skulls/hr, which is incredibly close to the 60 skulls/hr the farm generates without the unwanted mobs being instantly killed. (So close that I would say the rates are exactly the same.)

Something important to note is that the unwanted mobs do briefly add to the mob cap during the split second of their existence, so this is only an approximation of what the new rates would be; in reality they might be higher but I'm not sure by how much. It's also possible that Ray's farm never fully takes up the mob cap, which I think would explain why the rates are exactly the same even when I'm instantly killing all mobs that aren't wither skeletons. If this were true, there would be no increase in the skulls/hr with this bugfix right?

Unfortunately I don't know how to entirely disable the spawning of certain mobs so this certainly isn't a conclusive test, I just figured I should put the numbers here because it's a very interesting result.

@Meri Diana I understand your point about consistency not being a good enough reason, but I disagree that it is an invalid argument. Currently in Minecraft we know that this is true:

  1. Magma blocks are a valid block for mob spawning (well, they were before they were changed)

  2. Blazes, zombie pigmen, etc. are immune to the damage the magma block deals

  3. Therefore, they are allowed to spawn on magma blocks

Using the same logic that's already in the game, it follows that:

  1. The wither rose is a flower, which is a valid block for mob spawning

  2. The wither skeleton is immune to the wither effect

  3. Therefore, the wither skeleton is allowed to spawn on the wither rose

It would follow all current "rules" in the game for wither skeletons to be able to spawn on wither roses. I understand if Mojang wants to break this consistency for the purpose of nerfing mob farms, but I still feel that this is a valid argument.

Yeah wither skeletons farms take a lot of effort, even with this change they would still take tens of hours to construct. 

Plus this bugfix would make sense; wither skeletons aren't hurt by wither roses so why shouldn't they be able to spawn on them?

@Evington Frank The problem is this change is inconsistent with other spawning mechanics. (Like zombie pigmen & magma cubes spawning on magma blocks because they're fire resistant.) Imo wither skeleton farms aren't a good enough reason to warrant this inconsistent behavior.

Still happens in 1.13.1 for me. I'm on a Mac.

Can confirm for 1.9-pre1.

@Connor Johnston

It doesn't even have to be just zombies in my experience. Just try pushing 10-30 mobs around in water all at once, that will probably do the trick. (I've only tested this on villagers though, so don't quote me on this until we get more evidence.)

I am having a similar issue in snapshot 16w04a on my server, but it seems to be linked to redstone. When any kind of redstone is activated the server gets massively lagged, and when the redstone is deactivated, the lag goes away. It is so severe that even powering a piston freezes the server for a moment.

I am having the same issue in snapshot 16w04a on my server. When any kind of redstone is activated, I get massive server lag, and when the redstone is deactivated, the lag goes away.

Will the debug console logs be removed when 1.9 becomes official?

It would help to at least have a gamerule or something similar to turn off "development console logs", because they really can lag a server.

I agree as well. To many messages in the console can cause a server to lag.

Can confirm. This error spams my server's console when I'm moving too fast on an Elytra.