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When you're actually using more than 4 gigs, upping the allocation works, and there are command line arguments to tweak the GC... but that's all WAY above my knowledge pay grade
Hope your summer is going well. I thought I'd give my guests a little place to call home when visiting me. This started out as a little tropical tiki hut but the results were more fishing shack. Enjoy!
If you use a rotten-flesh to leather mod (or just add a quick minetweaker line to do the same thing) it makes life a little easier when cows/horses end up being rather rare.
It's fine - it's for !!SCIENCE!!
You could always just grab Ex Nihilo, and maybe some other "make mobs you don't have" mod. I'm sure looking through AgSkies will help w/ that.
An interesting thing is that most skyblock maps could be played equally well as island maps, or even under water (my personal favorite, even/especially in vanilla ).
If you use a rotten-flesh to leather mod (or just add a quick minetweaker line to do the same thing) it makes life a little easier when cows/horses end up being rather rare.
The availability of grass for me is irrelevant. I can't stand rotten flesh being mostly useless in many modpacks, so I nearly always include a flesh-to-leather smelting recipe. If you can't join em, wear em!
I don't understand what you mean here. I've spawned in places to have passive mobs practically licking my face as I login. Maybe it had something to do with the spawn-protection setting? I always set mine to 1, as I have no need of spawn protection.
If that's the case, I never knew it had any effect on passives spawning.
Edit: Googling isn't helping. Nothing I'm finding is pointing at passives having any problem spawning anywhere near true spawn. I guess I'll have to wait for you to clarify.
Edit, the sequel: Ok, found something:
According to something I found posted by King_korihor over on minecraft forums, these "conditions" apply to passive mob spawning.
There is a mob cap of 15 passive creatures in a 17x17 area.
Blocks they spawn on must be grass blocks, with light level 9 or higher.
With multiple eligible blocks, the "highest" block in a column of blocks gets preference for spawning
No player can be within 24 blocks of the block
Passive mobs only spawn every 20 seconds (or an attempt happens about every 20 seconds)
Can't be a desert, beach, river, and ocean biomes
Must have at least two air blocks above grass blocks
Be in the Overworld (for initial spawns into the game).
This still doesn't seem to hold true when I clearly log in to areas where I find a sheep in my face, so there is that to wonder about.
Edit #3 (The Prequel?):
Can you tell I'm having a really slow morning today?
I am interested in doing this challenge again, I did some of it once before and enjoyed it, but there wasn't enough guidelines for me to go on and I suck at building, so it sort of trailed off....
What are my best options for modpacks to use while doing the challenge? Both mod-wise and restriction-wise. I want lots of mods to play with, when I can, but any in-game restrictions would also be great, just to make sure I am not doing something I shouldn't be
I will start watching some of the let's plays I can find also - I watched some of Mobius last time.
I'd love to be able to do the challenge with someone who can build awesome cool buildings for me xD That way we can both explore and they can build the buildings to look cool
If I ever get a line drawn in the sand with regards to a set of mods to play with, a server would be nice. I'm intending to try my hand at recording a let's play at the same time, so getting a solid server that doesn't suffer from extreme lag due to the modpack is kinda critical. Forgecraft seems to have suffered through several iterations of having their server die due to extreme lag, and given the nature of this challenge, I really don't want the server dying before the challenge completes.
You're confusing True Spawn with fuzzed spawn, Senseidragon. Also I forgot it's ANY spawn point, beds included. Copied from the wiki so nobody has to alt-tab. As far as I'm aware, only slimes have biome requirements built into their spawn algorithm. The other "limits" are actually biome specific lists. Like Sky (end biome) only allows endermen, and Hell (nether biome) only allows pigmen, magma cubes, ghasts, blaze, and skeletons. Obviously this is natural spawning, not teleported in, spawners, or mob eggs.
Spawn conditions
Each individual spawn attempt succeeds only if all of the following conditions are met in order:
There must be no players and no player spawn points within a 24 block distance (spherical) of the spawning block
If it's a squid or a guardian, then...
the spawning block must contain liquid (water or lava)
If it's a squid, then...
the spawning block must be between level 46 and 62, inclusive
the spawning mob must not be obstructed by other mobs
If it's a guardian, then...
the difficulty must not be peaceful
95% chance of failure if the spawning block has sky exposure.
If it's not a squid or a guardian, then...
the block directly below it must have a solid top surface (opaque, upside down slabs / stairs and others)
the block directly below it may not be bedrock
the spawning block itself must be non-opaque and non-liquid
the block directly above it must be non-opaque
the spawning mob hitbox must not be obstructed by solid blocks, other mobs or liquids
If it's a bat, then...
the spawning block must be at level 62 or below
If the real-time day is between October 20 and November 3, then the light level must be 7 or darker. Otherwise the light level must be 4 or darker.
If it's an animal (other than a mooshroom or ocelot), then...
the light level of the spawning block must be 9 or brighter
the block directly below the spawning block must be grass
If it's a mooshroom, then...
the light level of the spawning block must be 9 or brighter
the block directly below the spawning block must be mycelium
If it's an ocelot, then...
the spawning block must be above level 63
the block directly below the spawning block must be grass or leaves
there is a 1/3 chance the spawn will fail
If all of these conditions are met then the mob is spawned. The pack is complete when 4 mobs have spawned (or 8 wolves, or 1 ghast, or 3 rabbits), or 12 attempts have been made, whichever comes first.
Notes
Due to the general block checks, all mobs besides squid must spawn on top of an opaque block with at least two blocks of headroom, even ghasts, etc. However, short mobs can spawn in a one block high space if the block above is transparent, like a glass block or piston.
While individual mobs can spawn inside signs, pressure plates, and other non-opaque blocks, packs cannot. They need a completely empty block in the center. Since a pack spawns all at one level, there needs to be some air blocks right above a flat surface to allow mobs to spawn on it, and more air blocks will always allow more spawning.
Similarly, buildings surrounded by air will spawn more mobs inside than underground rooms because packs that spawn outside of the building can spawn mobs inside it.
The mob caps tend to be reached in seconds. Because of this, mobs can be funneled into a spawning room by preventing them from spawning outside of it.
The caps also mean that the faster mobs are killed, the faster they will spawn.
Because the caps are only checked at the beginning of a spawn cycle, they can be dramatically exceeded when a large number of mobs spawn in a single cycle. This happens often with squid, which have a fairly low cap (5 in single player) but can spawn in the hundreds in a single cycle, in an area with lots of water.
If the player's view distance or the server view distance in multiplayer is at 9 or below, mob spawning is severely reduced (or they despawn too quickly), and may result in the player encountering no mobs at all. Set the view distance to 10 or higher to ensure mobs spawn correctly.
Any server that wants to avoid lag and has any kind of technical/experienced player has to accept they're going to have to say "screw balance" if they don't want the server to grind to a halt once a few people hit mid-to-end-game tech. What you're looking for to reduce lag are all the "OP" builds like having Project E for your "mob farm", creative lava, energy loops, and the like. Real systems that are utilized heavily positively KILL servers. Chunk loading hurts, the new channel/P2P/Nesting thing from AE2 kills servers, multiple mob farms kill servers, the wrong kinds of quarry kill servers. Massive numbers of entities or tile entities in one chunk kill servers... I could go on, but there's a reason I play a "casual friendly" modpack. I can make my system lag out in a week of playing when I'm being "balanced" and frankly I'd rather play the game than put up with lag
As for good modpacks, dw20, infinity, resonant rise 3? All good base packs for the challenge. "Wyrmholme: The Magitek Saga" (my personal pack) if I ever get any free time to finish it up will probably work well too; it was after all based on dw20+rr3 and then I took out all the mods that make me want to hit things and added a bunch of new mods because I spend too much time on the NotEnoughMods page and the What's New In Modded Minecraft thread here on FTB forums. If I get it to a playable state and obtain semi-public permissions, the "public" version will be slightly different to my server version for use in R2R challenges... some of the mods I would use in SSP would also drive my non-challenge server mates up the wall enough that they'd come over to my house and hit me .
Like I'm not including Jaded-level Hunger Overhaul with Spice of Life, I'm having Sensei's R2R Utilities disabled for everyone that isn't me, I'm not including most of Reasonable Realism, etc. I might have some of these in the "public" pack, might not. If it gets to there, I'm going to be running it past everyone here.
So after progressing to wodden buildings I made my first, deciding that I would focus on using microblocks for building (this building only has one full block in its structure!) It's going to double as the tinkerer's workshop as well as the smith's home. I'll probably end up adding CustomNPCs eventually to add to immersion.
Be careful. If those are FMP, you can run into lag with enough of them in one locale. Same issue with Carpenter's blocks unfortunately. I haven't tried immibis' microblocks in a long time so they might have the same issue, might not.