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                    talk:decisions:decisions:mobgrinders [2012/05/19 21:07] mazznoff created  | 
                
                    talk:decisions:decisions:mobgrinders [2020/11/08 04:02] (current) | 
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| -- [[people:mazznoff|mazznoff]] | -- [[people:mazznoff|mazznoff]] | ||
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| + | Spawners should be fine since they're only active when you're very close. What about low yield farms though? | ||
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| + | -- [[people:bragzor|bragzor]] | ||
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| + | What about huge animal farming? They are usually close to settlements. | ||
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| + | -nettob | ||
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| + | ====== te3 input ====== | ||
| + | {{ :talk:decisions:decisions:2011-12-15_00.14.49.png?200|}} | ||
| + | As the purpose of this rule is to regulate mobfarming during times where many players are online, here's my input: | ||
| + | - Mobgrinders are allowed | ||
| + | - <del>One must ask permission to build a mobgrinder</del> One must announce the existence of a mobgrinder | ||
| + | - The mobgrinder must be able to be turned off for lag-reducing purposes, ie. a lighting system needs to be implemented inside the mobspawning part of the grinder, alternatively be built far enough from a settlement that the respective chunks only get loaded during actual farming | ||
| + | - As a guideline for maximum size: You really shouldn't farm more than 200 mobs at once. During active times, less. You can see the number of entities (mobs + some) in the debug display. | ||
| + | - Illegal grinders, or grinders not complying with the rules may be removed by the staff. | ||
| + | --- //[[|te3]] 2012/05/20 15:37// | ||