#Mob Farms Addon
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is that a prison or
Ohh that’s cool
It's a farm block, when killing different mobs they will drop a farm card. Then using that farm card surrounded by glass. This block can be crafted. And upon placing it will drop specific items every so often.
The addon I'm making will have every mob possible
Even the warden and ender dragon
Yup. All mobs. But harder to kill or rarer mobs will reflect the rareness upon crafting..( harder crafts)
What does allay even drop to warrant farming thrm
Its gunna be a interactable block that works like the allay just faster, so click with any item and it will farm that, other mobs drop there usual items
Is there an auto clear or way to safe guard lagg potential in larger server or realms?
Very nice btw
yeah , if each entity/item reaches 20+ it will outo clear that specific item thats from each farm, nut im currently trying to script the placement of the loot directly into a hopper below, just struggling lol
As you can see, if there is no hopper below, the farm will spawn loot along with a small bit of xp, if a hopper is present , no xp is given and the item is put directly into the hopper
Any suggestions on crafting recipe? thinking this is too easy as the allay has no loot but the allay card. Nether Star version or the glass?
All mob cards that mobs will drop so the farms can be made
This is cool
But imo Allay with Legs
||never existed in vanilla||
I’m working in something similar, for my server since spawners are very laggy.
Basicly if many players have spawners it lags because you are calling the spawnEntity or spawnItem more than 50 times in a single tick
So the most performant way I found was adding the itemstack to the container of the block below the spawner
And 50 is actually an small amount, my players had like 50 spawners per base or faction
Yeah I have this setup to input directly to hopper Inventory. I've tested with 400 spawners on hoppers and no lag at all. . Slight lag occurs when not using spawner with about 400. But that's mainly the xp drops. I might disable the xp. As my farm blocks have a 20 item/ entity world limit. So if more than 20 of a specified item are in range it will despawn then. Kinda self sufficient
Yeah these just placeholder geos from my plushie addon. I'm still working through different models for now to see what's best
All farms available, textures/geo just temporary
But it’s not about the items in the ground, actually that doesn’t cause any lag, because items in ground are entities but without behavior (AI) the thing that causes lag are the scripting methods for spawning stuff
Everything is working great on my.end and not even have beast of pc. No lag at all
Try doing a test for example spawnEntity in a for loop and do 300 - 400
Spawn entity? Why entity? Sorry just don't understand what ya mean
Why not just store xp as a int, and then give the correct amount to the player if they click some sorta actionform button?
I do this with one of my projects I just have loot and xp in database and displayed in a chestformdata by herobrine
Nothing is spawned in
Just calculations that are done when they access the block/ui
Tbh I'm currently trying to write a onPlayerPlacing . Where when a specific player places a Mob Block Farm, if not in a hoppenits directly give the player xp passively.. as you may have seen. If my Farm Blocks are not on a hopper xp is spawned... Just confused as to possibly give xp to a SPECIFIC player tied to what's placed. I know there are /xp commands. But I want it player tied.. Sorry if you don't get what I mean. Just poop at explaining.. Head works overtime with ideas. Just implementing is slow lol
Sorry that was long winded....
You do any vibe coding? Grok3 can have wonderful suggestions or ideas.
More personalized
Because then you need to do some sort of block database
Where they keys basicly is the dimension and coords in a world dynamic property
The issue with this is that you are creating many dynamic properties which it’s also bad