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Spawn Rate
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June 5, 2015
12:22 am
SlocumFamily2
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Knight
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MOVE TO ITS OWN THREAD.

 Is the server still "settling in," so to speak?  Meaning, is it gradually loading/updating/whatever small bits of info?

 

I ask because the monster spawn rate in my areas has dropped dramatically.  Most notably, in an area I use for breeding/slaughtering.

Granted, I am not there constantly, but all day I have seen one slime. 

Just now, during a moon-phase that usually has me leaving with about 4-5 stacks of slime balls, as well as numerous drops from others, I saw:  zero slime, 1 zombie, 1 creeper, 2 spiders...and I think that was it.

The rate has decreased in my main area also.

 

I have attached a screen shot to show the location, etc.

 

Thanks.2015-06-05_02.12.35.pngImage Enlarger

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June 5, 2015
6:57 am
frelling
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Keep in mind that we are using Spigot rather than CraftBukkit. It comes with far more knobs and options that we are all still getting accustom to. We are aware of the lower spawn rate.

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
June 5, 2015
12:12 pm
SlocumFamily2
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Knight
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okay dokay.  Thanks.

Just wanted to report in case it wasn't known for some reason.

June 14, 2015
10:39 am
Rangasp
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i've also noticed this a couple of days ago, spawn rates are lower than before the move, not only in arda but in the nether and the end too

 

searched online and this seems to fix the issue:

change the spawn-limits of monsters to 400 in the bukkit.yml (300 is the value that is the closer to vanilla minecraft, but since its a server maybe we want 400 or so)

change the entity-activation-range of monsters to 64 in the spigot.yml

change the entity-tracking-range of monsters to 64 in the spigot.yml

also make sure that the mob-spawn-range is set to 4 in the spigot.yml

and ticks-per monster-spawns should be set to 1 in the bukkit.yml

 

:->

June 14, 2015
11:33 am
frelling
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Its slower because they are all hanging our in the SR - where nobody bother's them. Kiss

Thanks for the config tweak suggestions. We've been testing various spawn limits to see their effect and 325-375ish seems to be about right - not too easy, not to hard, just right for some maniacal havoc. However, activation/tracking ranges can quickly bog things down on server AND client. We'll go one step at a time.

Also keep in mind that while increasing the spawn limit raises to overall world caps, there is still a cap. More players online, make it "appear" that there are less mobs.

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
June 14, 2015
1:57 pm
Rangasp
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i wouldnt want to wait 2 more weeks for the SR to retire to realize that it isnt the cause of the lower spawn rates and here are two reasons, theres a different mob cap for each world and if theres no players in the SR then it is unloaded and wont affect other worlds

the mob cap is different in each map and doesnt affect the other worlds, this is easily tested in arda, the nether and the end, which ive done multiple times before the server moved to 1.8

i tested it because i got a dark room mob spawner very high in the sky in arda, it only works when i am the only player in arda or in the server, so for example, if im the only one on the server the grinder will work very fast and spawn tons of mobs at a time (around 60-70), if theres another player but they happened to be in the nether or vetronia or SR the grinder would work the same as if i was the only player in the server, but as soon as they went back to arda the grinder would stop working because the mob cap would be reached around the other player.

it is the same in the nether, more often than not theres 10 or so players in arda and just me in the nether and i would go hunting for wither skeleton, it is great because there would be tons of mobs around, but as soon as another player enters the nether then i would have a hard time finding withers because some spawned around the other player, and if they dont kill those it means the mob cap would be reached in the nether, preventing them from spawning around me

and the same story in the end

now for the current state of the server, the lower spawn rates arent as noticeable in arda but its still lower than before, the places where this is most noticeable are in the nether and the end

at the moment in the nether its just a waste of time to go hunting for wither skellies, can barely find any

and in the end theres just a max of 23 enderman in the main island, when it was about 75 in 1.7

i know it takes time to get the setting right and making sure everything is working correctly in the server, so hopefully it will be dealt with soon enough

i enjoy the server very much and im sure there is tons of other settings in not aware of so keep on the hard work because we all apreciate it a lot, thanks frelling and sorry for the long post. lol

June 14, 2015
2:14 pm
frelling
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Rangasp said
i wouldnt want to wait 2 more weeks for the SR to retire to realize that it isnt the cause of the lower spawn rates and here are two reasons, theres a different mob cap for each world and if theres no players in the SR then it is unloaded and wont affect other worlds

The presence of the SR does not affect the number of mobs. World caps are caps for each world to be shared by the players in that world.

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
June 14, 2015
3:18 pm
SlocumFamily2
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Knight
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I don't know enough about all this to understand if my comment has bearing on the conversation...but just in case:

 

I am on in Arda, the OR, and the Nether at all times of day and night.  Since I love to have insomnia (/sarcasm=off) I tend to be on a lot when there are only 2-5 other people on.  The spawn rate doesn't really seem to change (in my areas at least).

It also appears to my untrained eye that the spawn rate is dependent on the type of entity.

For example: I will see spiders when nothing else will appear.

June 14, 2015
7:12 pm
frelling
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In regards to spawn rates. As stated elsewhere, we are aware that the rates are much lower with Spigot than with CraftBukkit, even when using the same settings. We believe we have come up with some settings that will work; however, in the interest of getting to know Spigot better, we're also looking into why things changed in the first place. Enough said on this subject matter for a bit. Thanks to all for the input.

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
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