#Enity-less charm workstations

46 messages · Page 1 of 1 (latest)

gilded crescent
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an addon mod that adds an "entity free" version of the summon stations that ask the relevant charm to be inserted into blocks inventory

for example ,if u wanna have 20 drymies on a hedge u put 20 of the drymies charm inside the inventory of the addon's version of the hedge.

the addons version of the drymies Hedge and whirlsprigs flower workstation would probably be separate blocks u make with the apparatus/imbuement_chamber.

For "simplicities" sake the math of both of them for production would be the same as their base mod counter parts (just charms in the block instead of Drymy/whirlsprigs bound to feed them)

(if a wixie version did exist it would probably require more thought as its not a workstation that accepts multiple charms as is)

it would be tps efficient but doesn't take away from the costs of running the blocks resource(charms and source) wise sans tps

optional Bonus: if theres compat for when the addon Ars elemental is also installed a entity-less version of its prismarine Siren fishing home

red gust
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The entities do very little, use a tiny amount of resources, all the logic and processing is done by the blocks, so the entities should not make a big impact on the server, if you can provide a spark report of them causing issues then there may be reason for this, but otherwise it seems like a waste of time

gilded crescent
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the original case for this was the mention of the modpack #general-and-help message that made it take 5 times as long as base and a whole source jar.

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so cases where ur playing with 20+ charms

cobalt lance
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Even if the impact of each entity is small, you always run into those people that will happily spawn 100s of them on a server - even when they don’t need to.

Problem is, I don’t know whether something like this would just ENCOURAGE people to make hundreds of them when they don’t need to.

In the case mentioned, it’s actually somewhat counterproductive to the modpack designers’ intent of reducing the reliance on Drygmys - so it’s not like they would add the addon to their pak anyway.

red gust
cobalt lance
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Nothing stopping them from making multiple henges though. We have someone on the server currently running 100 Drygmys in their base despite being told that it is 1)unnecessary and 2)bad for server lag to have that many entities active.

In the end it just comes down to server admins and players working together to mutually set and follow reasonable expectations instead of going for the whole “numbers go brrr” mentality

red gust
cobalt lance
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It’s the whole Chesterton fence thing. If modpack makers try to limit players, players WILL find alternatives. Making a whole addon mod to circumvent the limits is certainly an OPTION, but the better option, as a player, is to just respect what the makers are trying to do or pick a different server to play on

wheat cliff
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mann

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i wish this would be a thing

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entity-less charm workstations should just be a setting

cobalt lance
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But for what purpose? To make numbers go brrrr?

The idea is that you SHOULDNT be putting 100 Drygmys out - not to make it EASIER to do so.

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I literally run TWO Drygmys on the server I play on and get more than enough loot to get whatever resources I need. The only reason to run more would be to watch the storage numbers go up.

wheat cliff
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because there is some times i don't want to deal with drygmy's shenanigans but i want their resource generation

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and you can just put a cap on that

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like it was said previously

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to give you an idea, i have gone through 16k exp shards to make a botania rosa arcana mana generator

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and since it's a mana generator that needs to be constantly running for other farms to work, drygmys messing up their path finding for some reason and then not targetting containment jars above their y level is annyoing as all hell

unique gyro
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idk i like the idea of a workstation simlar to a simulation upgrade from prod bees

wheat cliff
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and it's not even an issue of multiple drygmys, it's literally that when they stop path finding due to a non-full block being in the way, it stops the production of resources

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since its not stopping but it's "getting to the jar" and until that happens they wont do anything

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i had tried to upgrade the farm by blocking their path finding with full blocks instead

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now i literally can't get them to target stuff above their y level and the previous design doesn't work and i've tried troubleshooting it for so long that my friend made a shulker to botania mana farm in the overworld

cobalt lance
# unique gyro idk i like the idea of a workstation simlar to a simulation upgrade from prod be...

But when modpack makers already think the Drygmy is overpowered and try to limit its use, making an option that lets people effectively have hundreds of Drygmys is just going to encourage banning Drygmys entirely. Even putting a cap doesn’t do anything, because people will just make multiple henges to get around it.

Making an addon that does it anyway is fine, but there is no way it will get included in modpacks that already look to limit Drygmys, so its use would get limited to singleplayer

wheat cliff
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and you frankly don't need it in that sense

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if they want to disable it, by all means, they have all the reason to do it, but last i checked, the production of the newest charm #1227279064969252864 did not have any concept of modpack compatibility in mind

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so why would you apply the same to this way of thinking?

cobalt lance
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The original reason this was posted by Hit was due to a discussion about a modpack that greatly increased the cost of Drygmy production and looking for a way to get around their limits.

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As in, how can I just have hundreds of Drygmys to overwhelm their restrictions without having hundreds of entities.

wheat cliff
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you know how you nerf drygmys?

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you disable containment jars

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literally disable the crafting recipe and getting anything done in a 10x10x10 will become way more difficult than most people are willing to

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if they ARE willing to, then they deserve the resources since they actually put in effort to contain the mobs in a way that doesn't kill other mobs

cobalt lance
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Chesterton fence. You do that and people just make entity based mob farms.

The best way to nerf Drygmys is to not try to nerf them in the first place.

wheat cliff
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you could also just make a configurable range in which the drygmys will accept jars/mobs

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but why do you have to conform to an idea that modpack creators might not like them?

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who cares if they don't like it? you can always revert the changes if they are really so divisive like with hellfire and nullify

gilded crescent
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some other mod builds essentially require scaling up ur farms ,the alternative is scaling/starting up a Normal mob farm because u can already push them faster some times anyways and/OR some other way to upgrade the loot rates beyond what fortune can do . scaling up will be lag anyways without dedicated bypasses. this also assumes modpacks/servers dont give tick accelation or offline chunkloading

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"i wanna get more botania mana , now i need more of the input food/xp/plants" , "need more gold time to speed up the piglin farm"
drymy has no upgrades(as such no extras to gate beyond a progression goal) besides MOAR charms , so its that or a non drymy build that probably uses enities.

gilded crescent
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there is nothing stopping the "enityless" hedge/flower from being treated as an upgrade to gate , if some pack truely wishes to treat it as such

cobalt lance
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But that gets to the devs’ philosophy of mod creation. Bailey has generally stuck with the “Vanilla+” mentality and let the blatant “numbers go brrr” stuff get relegated to addon territory, rather than get incorporated into the base mod.

There is nothing stopping someone from making an addon that adds entityless hedges/blossoms…I’ve never seen the Ars devs try to put up roadblocks to someone making an addon. It is highly unlikely said addon is going to get included in modpacks that want to limit Drygmys in the first place, though. I doubt they’d even go with a “gated” approach if they already feel like the base Drygmy needs limiters.

gilded crescent
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mhm tis why i marked it as addon territory from the start , it was never gonna be in the base mod .