Closed ElectroBot closed 3 years ago
You need to either kill the wither several times to make the plate to make the diamond dolly, or get fairly deep into TC to make the dislocation focus and have a wand that has 100 vis on it. I think it's fine.
That's just a few issues and the longer a server is up the more of those cheaty spawners will be used.
Not to mention you can just use them where they are anyway.
I'm suggesting an actual fix. Please stop trolling.
? Fixing something means repairing something that's broken or buggy. Such as if the normal dollies could move spawners. You're suggesting removing functionality/balance changes. Why you would think that someone disagreeing with you is 'trolling' is incomprehensible.
Can't you just build a grinder on the immovable spawner? I've definitely done that in the end without much issue
You can setup a mob farm where the spawner spawns... or move it. To actually have a viable mob farm you also need cursed earth which is a bit of a pain in this pack. I'm not seeing the problem. What's wrong with multiple viable ways to obtain the same thing?
What loot specifically is OP from the spawners you mentioned?
If its not moved, then its limited to the spawners in the area. If its moved and stacked with other spawners then its a free (most if not all others require power or some fluid to run) source of iron, gold, steel, etc.
We've seen it already on our server and servers in the past where players move them, do dark room spawner grinders, rarely do auto-off, overflow protection, etc.
IMO it doesn't fit the pack where most things require effort to make and run.
I'd be fine with adding an option to disable, for server hosts that don't like it, but I'm not a fan of disabling by default. It's gated late enough as Prometheus0000 mentions and I'm not seeing how iron gold and steel are OP. I've got a wisp, blaze, and ghast farm setup and honestly I had way more gold, steel, and iron than I knew that to do with before the spawners. I set them up for the other items those mobs dropped.
The infinite sources of iron, gold, steel, pistons, diamonds, etc. are from the InfernalMobs mod and more specifically, certain mobs that have higher or guaranteed chances be infernal, thus, they will always end up dropping some form of valuable loot on death, especially enchanted armor & tools. Otherwise, I would suggest just reworking InfernalMobs if it's that broken in terms of game-balance.
And I do agree with Prometheus and Mitch here. I'd rather not remove it or gate it further behind (you need 9 netherstars for a block of netherstar just to get the diamond dolly in the first place). However, an alternative possibility would be to add stainless steel rounds instead of polyethylene rounds, as a balancing suggestion.
Honestly gating it or nerfing it will just upset people. It be neat to have a server option or something admins can set for their own servers who want a bit more lag free legit style. Maybe it makes it so mob spawner spawned mobs don't drop the items. That being said 10 minutes later the same people just create a dark box and do it all over again...
I just find it annoying already seeing on my server people doing massive spawners and just feels cheap... That being said that been more of a personal hate against spawners so meh lol
If the problem is mob farms being laggy, that's really a different thing altogether. Something like https://www.curseforge.com/minecraft/mc-mods/woot for 1.7 (it isn't) or backported would probably fix that. But people would still build farms around the spawners.
@ElectroBot If you are admin/moder of server you mentioned than you need to work with people, explain to them about what things causing lags. If people don't get it and keep making lags, you have banhammer for that.
@ElectroBot If you are admin/moder of server you mentioned than you need to work with people, explain to them about what things causing lags. If people don't get it and keep making lags, you have banhammer for that.
To be blunt: most players are ignorant, stupid, lazy or don't care that the server has shared resources like CPU time, RAM, network bandwidth
The problem with having to explain lag to players is that by that time the damage is done and they aren't the only ones causing it. Also they usually say "it doesn't cause them" or "they've seen bigger setups not cause lag" either failing to mention that that was SP, or a server with less people or lying. Not to mention that even if that doesn't cause them lag or is a small amount of lag, once other do the same or similar then that does add up.
The less prevented potential we can have for lag, the more time we have that the server will run well. Lag overall (in massive packs like this) can only be delayed for the most part so the more we can prevent the longer we won't experience much of it.
It's not our job to help you police your server for idiots. Just disable the recipes for your server.
I was trying to make the pack better as whole (for others as well). Seems most people are ok with a very cheap way to move spawners in a pack that requires power/fuel for most processes and already has a few powered spawners.
Oh well, might as well close this issue.
^ this. If you think that the spawner is op you as an admin can disable the recipe for diamond dolly. You can also go in and grief the base of the offending player.
I think doing that is a bitch move, but so is changing the vanilla mechanics of the game because you think the balance is off. And unlike thaumcraft renewables you're not going to get much agreement that its imba
Maybe the Diamond dolly is to cheap. Will review this recipe
Also the dislocation focus, and teleposer, and possibly other teleporters.
ok will check them all
I'm not saying they need checking? I'm saying that if ElectroBot wanted to disable moving spawners they would need to disable recipes for all of those.
Which is beside the point, when you can just setup a mob farm where the spawner is without doing any of that. Which would cause the same problems they want gone (lag).
Maybe the Diamond dolly is to cheap. Will review this recipe
If its valuable enough some players will rush/strive to it. If possible a config option to disable moving vanilla spawners would be more desireable.
How? And again, disable the recipes.
How? And again, disable the recipes.
_Originally posted by @mitchej123 in https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issue_comments/706649800_
Bad link
Weird I clicked "Reference in new issue". from this discussion. Changing recipes used to cause occasional sync issues between client/server in the past (not sure if it still does) and would require rechecking/changing it every time. Why are you so against a config that wouldn't affect you?
If someone wants to code a config option, in YABBA, that syncs to the client from the server, and is disabled by default -- by all means submit a PR.
As prometheuus mentioned there's plenty of other options like the dislocation focus, etc. There's not really a clean way that comes to mind to disable all of these without patching each individual one or disabling the recipes, something that I don't want to see by default.
There's plenty of other lag sources due to unoptimized code and bad interactions that I'd rather people spent time on.
Changing the diamond dolly from moving it is different from preventing the spawner from ever moving. There would be no difference from disabling the diamond dolly recipe or preventing it from moving spawners, that's all it does over the normal one.
And it has a config, 'B:diamondDollyActive=true' just change it for your server?
And you can still setup a mob farm where the spawner is anyway.
There is a mod that makes the spawner spawns only certain amount of creatures and then break itself. I saw this in 1.12 but not sure if it exists in 1.7.10.
This could make the spawner technically becomes a type of resources instead of unlimited free items.
If I recall that swaps out the worldgen with their spawners instead of vanilla. That wouldn't work without excessive hacks on existing worlds. Plus as you mentioned it's for 1.12.
If I recall that swaps out the worldgen with their spawners instead of vanilla. That wouldn't work without excessive hacks on existing worlds. Plus as you mentioned it's for 1.12.
That can be done in Bukkit even 20 years ago lol. You could tag or something spawned mobs then have something handles them diff... Not a programmer but also not an idiot <3
Again, if someone wants to backport that mod, or otherwise implement this suggestion go ahead, but it's not something that is wanted on the official servers or in the pack enabled by default, so I'm not sure anyone on the team wants to work on it.
Which modpack version are you using?
2.0.9.0QF4 #
What do you suggest instead/what changes do you propose?
Disable mob spawners from being able to be moved. There are powered spawner options in the pack so there is no need for vMC and modded spawners from NE/TF/Moon/etc. being able to be moved so they can be farmed especially since they have no cost to run, no easy way to auto-disable, etc.