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Villagers keep disappearing

StTheo

Well-Known Member
I hadn't really kept an eye on them recently, but when I decided to get my villager population back from single digits, I came across a problem: they seem to be disappearing. I can't seem to get the population above 8, and villagers I knew were there (specifically a priest that no longer exists) have just disappeared.

Is the plugin that reduced animal populations still in effect? That's the only plugin I can think of that would cause this.
 

Wooty

Well-Known Member
Staff member
SPIDER:
totalPerChunk: 10
SKELETON:
totalPerChunk: 10
ZOMBIE:
totalPerChunk: 10
BLAZE:
totalPerChunk: 5
CAVE_SPIDER:
totalPerChunk: 10
CREEPER:
totalPerChunk: 10
GHAST:
totalPerChunk: 3
PIG_ZOMBIE:
totalPerChunk: 10
ENDERMAN:
totalPerChunk: 3
SILVERFISH:
totalPerChunk: 10
MAGMA_CUBE:
totalPerChunk: 5
PIG:
totalPerChunk: 20
SHEEP:
totalPerChunk: 20
COW:
totalPerChunk: 20
CHICKEN:
totalPerChunk: 20
SQUID :
totalPerChunk: 5
WOLF:
totalPerChunk: 20
MUSHROOM_COW:
totalPerChunk: 20
SNOWMAN:
totalPerChunk: 5
VILLAGER:
totalPerChunk: 5
 

TheGurw

Well-Known Member
well, that explains why my exp grinders aren't working very well.

is there any way we could get those numbers at least doubled, preferably trebled?

at least on things that are highly farmed, like villagers, cave spiders, spiders, zombies, and skeletons?
 

Allimon

Well-Known Member
SPIDER:
totalPerChunk: 10
SKELETON:
totalPerChunk: 10
ZOMBIE:
totalPerChunk: 10
BLAZE:
totalPerChunk: 5
CAVE_SPIDER:
totalPerChunk: 10
CREEPER:
totalPerChunk: 10
GHAST:
totalPerChunk: 3
PIG_ZOMBIE:
totalPerChunk: 10
ENDERMAN:
totalPerChunk: 3
SILVERFISH:
totalPerChunk: 10
MAGMA_CUBE:
totalPerChunk: 5
PIG:
totalPerChunk: 20
SHEEP:
totalPerChunk: 20
COW:
totalPerChunk: 20
CHICKEN:
totalPerChunk: 20
SQUID :
totalPerChunk: 5
WOLF:
totalPerChunk: 20
MUSHROOM_COW:
totalPerChunk: 20
SNOWMAN:
totalPerChunk: 5
VILLAGER:
totalPerChunk: 5

That list would then correspond to them being deleted once more than the limit enters a chunk?
 

StTheo

Well-Known Member
SPIDER:
totalPerChunk: 10
SKELETON:
totalPerChunk: 10
ZOMBIE:
totalPerChunk: 10
BLAZE:
totalPerChunk: 5
CAVE_SPIDER:
totalPerChunk: 10
CREEPER:
totalPerChunk: 10
GHAST:
totalPerChunk: 3
PIG_ZOMBIE:
totalPerChunk: 10
ENDERMAN:
totalPerChunk: 3
SILVERFISH:
totalPerChunk: 10
MAGMA_CUBE:
totalPerChunk: 5
PIG:
totalPerChunk: 20
SHEEP:
totalPerChunk: 20
COW:
totalPerChunk: 20
CHICKEN:
totalPerChunk: 20
SQUID :
totalPerChunk: 5
WOLF:
totalPerChunk: 20
MUSHROOM_COW:
totalPerChunk: 20
SNOWMAN:
totalPerChunk: 5
VILLAGER:
totalPerChunk: 5
First of all, I never understood the need for that plugin. I recall Ozy stating that we would have to choose either this plugin or lag, and frankly, I think he was wrong. There exists another option to reducing entity numbers: since items (which are also entities) vastly outnumber animals/mobs, just use the auto-stack plugin instead. Giant animal farms are much less common, and can be dealt with on a case-by-case basis in the abuse forum.

Secondly, I don't understand why this is making the villagers actually disappear. I was under the impression that that part of the plugin was disabled after many of our farms were completely wiped out when the plugin was first introduced. Villagers are not cattle (though I've joked to the contrary before): no two villagers are alike, and I don't appreciate my most helpful villagers just being deleted.

Thirdly, the villagers tend to crowd up against one corner. It doesn't matter if the "village" is a 4x4 chunk area, they'll usually all be in the same chunk. And trying to herd them is - and always has been - hell.
 

TheGurw

Well-Known Member
I'm with Theo. There's no reason to have this, except in the cases where "Holier than thou" players such as many of the residents of Bastion (not to point fingers, but I can think of three separate occasions where a select few of them purposefully caused extreme lag - and that's not including the massive farm from Haven) will create tiny farms with insanely high numbers of mobs, such as that chicken farm. Even in that case, it mainly will only cause local lag, not full server lag.
 

mountainboy965

Well-Known Member
Agreed. I do think that certain entity limits should be increased. I also recall that you all (the admins) had contemplated increasing the limit shortly after the plugin was installed. That has yet to happen. I think that Zombie's, Spiders, Skeletons, Villagers, and Farm animals should be increased. Doesn't have to be a lot. But double would nice.

I understand that Sonic is against XP grinders. If, Sonic, you are absolutely against increasing the limit for hostile mobs, at least increase the limit for friendly mobs (cows, pigs, mooshrooms, sheep, chickens, and villagers. But especially sheep, cows, and villagers, as those are the 3 most important mobs, in my opinion).

:)
 

Teircen

Active Member
Not sure if TheGurw means Haven on the last map or the current one. I'm assuming the previous map since current Haven has never had what I'd consider a massive farm.

I did have about 15 cows, 15-20 sheep, and about 10 chickens in one plot (4 chunks). Then the code was changed and they were all deleted from a flaw in the code. Once the flaw was fixed I started rebuilding though with the new rules, needing wool, I set up a trisected a chunk with about a dozen sheep in 3 pens. With MC version changes requiring leather for books I also started a cow farm on one plot dividing into its 4 chunks but this was after the code changes so there can't be more than 20 cows on any given chunk. Even then cows still glitch through pen walls, wander into adjacent chunks and if that chunk is at 20 (which they rarely are) I get deleted cows.

Under the current rules 4 pens in a plot divided into it's 4 chunks is about the only way to manage it.

I set up a villager breeding farm near the old Haven shop and realized pretty quickly that there was a limit on breeding. I had houses/doors to support way more than the (on average) 7 villagers running around the plot. I quickly realized they're hitting chunk limits and never exceeded 5 in a chunk so I have 2 breeding rooms on separate chunks to feed the villager trading shops in the Marketplace now.
 

mountainboy965

Well-Known Member
Yeah, on the previous map, Haven had a wheat farm (along with other massive farms) that would lag the entire server. I was big enough to feed the whole world in one harvest. Thank goodness Bastion is building in premium land right now... :D

On the last map, I once forgot to log out for about 8 hours. When I came back, I was still in my grinder. The server never kicked me and this was before the auto restarts. The server was running at 3% capacity. After I killed all the zombies (which took forever), the server was back to running at about 18% capacity.

The mob limit is a good thing, and the automatic reboots are a good thing. Both of them help prevent lag. However, I think the mob limit is simply too low. When I made the server lag, there were literally hundreds of zombies in one tiny spot. Having a mob limit of say, 40 per chunk (60 total mobs per chunk), shouldn't be too hard for a server of this size to handle.
 
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