Regarding spawners

Discussion in 'Ask a Staff' started by Necknightly, Sep 11, 2017.

  1. Necknightly

    Necknightly New Member Registered

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    So what has it been like, around 3 weeks since the spawner issue came up? I have a chest filled with spawners and my patience is runnin' a bit low, I wanna know if I can build my farms or not on the island that I'm living at. As this seems to still be an issue then I'm also curious why spawners are still a reward in the crates?
     
  2. hoppingharry

    hoppingharry Member Registered

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    While I see your concerns, I also know that staff have been working really hard to fix this. Maybe an update might be good, but I personally wouldn't worry about it. Already the economy has healed with spawners no longer being in play.
     
  3. Necknightly

    Necknightly New Member Registered

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    3 weeks without much of an update except for suggestions on how to fix the issue which I've commented on already. For people that already had farms before the issue it sure isn't a problem for them but for those who want to currently build them are just sittin' and waiting for nothing at this point. All I wanna know is, are the custom spawners staying or are they getting removed or reworked etc. I just want some kind of update about it.
     
  4. Alice

    Alice Forums Overseer/Supporter Staff Member Admin Forums Overseer Registered

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    I can't speak personally, but for now, we are holding off for two reasons:

    1. Deciding about what will be different from Philia and Lothar. [Whether one will be completely non-spawner system in game, and another being regulated. Celtic has hinted this being a case in a few of his comments]

    2. What is causing lag and if this can be regulated on PLAYER side. [We have two threads regarding reporting spawner system, as we are experiencing lag on both Philia and Lothar. We've investigated and come up with spawners + active hoppers being issue atm. So, we hope that players can REGULATE their own spawner system, essentially giving control and trust to players, before we have to step in and regulate it for them]

    Until both of these can be solved, the spawners being placed will have to hold off for now.
     
  5. Necknightly

    Necknightly New Member Registered

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    The things you are pointing out was brought up around a few days after the spawner thing became a really big problem. That was around 3 weeks ago as I pointed out, It'd be nice with some more straight answers rather than having subhintle ones in some posts. It's also still strange that the spawners are a reward from the crates judging by how things are looking. Some form of update from time to time regarding this in a none debatable post would be highly appreciated.

    Ps: A lag factor is also redstone dust that I assume that people are using more than they have to, powered rails works the same way as redstone dust and eliminates most of the lag that the redstone dust have.
     
  6. Mrpington_III

    Mrpington_III Global Mod EFB Staff Member Moderator Server Moderator Builder Events Registered

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    I thought we were placing spawners on Lothar again? Either that or I missed something lol. Lag is still an issue and we're enforcing a lot stricter spawner rules but I thought we could place them again someone please fill me in 0.o
     
  7. gamergirlxo

    gamergirlxo I do enough. Staff Member Moderator Server Moderator Builder Social Media Registered

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    As far as I know we aren't placing spawners at all for the time being. I could be wrong myself but I personally haven't been placing any as I haven't seen a 100% go ahead from an admin.
     
  8. celtic762

    celtic762 Administrator Staff Member Admin Server Admin Builder Events YouTube

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    This rankles me to no end. Yet again a definitive answer which I hope you will take the time to read:

    Philia:
    • No placing of new spawners.
    • If players get spawners from crates keep them you will be compensated
    • Spawners will be removed from crates in due course when Ergo has time
    • Existing grinders will be deactivated to place all players on an even footing in the Philia economy. You'll be compensated for those spawners.
    • Hopefully pay players to find spawners in the wild.
    • Possibly allow players to claim wild spawners to make a single spawner grinder in place.
    • Hidden grinders when found will simply be destroyed.
    • UNDERSTAND THIS Staff have no control on what will be offered in crates or when it will change. Please stop harassing them and getting angry at them for something they don't control.
    Lothar:
    • I hope this is clear enoughSome staff missed me giving the go ahead for placing spawners on Lothar. I Apologize for that if it caused any misunderstandings among players and staff.
    • I will restate the design criteria:
      • max 4 spawners/grinder
      • 2x2 = 4 or 3x3 = 9 array of hoppers in drop area
      • must have lights sufficient to stop spawners
      • xp grinders must have auto kill feature that automatically turns on when player leaves
      • each grinder must be separated by at least 36 blocks so afk players can not activate spawners in more than one grinder at a time.
      • AFK kick every 2h so everyone gets a reasonble chance to AFK
      • AFK pools or any device designed to get around the 2h AFK kick are banned. Repeat offenders will loose their spawner privileges.
    • All grinders that do not match these criteria will be modified or dismantled when found and spawners returned to the player. If players are repeat offenders they loose their spawner privileges.
    • You can make as many grinders as you want as long as they follow the design criteria.
    I hope this is clear enough. I'm leaving this thread open for clarification if any is required.
     
  9. elaineandsparky

    elaineandsparky Member Registered

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    This makes me so happy :)

    Could this be a pinned post somewhere so people can refer back to it?

    I just have one question about the auto kill feature.

    My blaze spawner (which will now be dismantled as i have since moved bases) is the funnel type and I was planning on keeping the design and doesn't have an autokill as that would then mean i get no xp as you only get xp when you kill the blaze yourself. If I'm understanding correctly my design wouldn't be allowed under these new rules and I'm struggling to think of a design where you could have both an autokill and still get the xp. I always check to make sure all mobs are killed before I leave, is this sufficient?


    • All grinders that do not match these criteria will be modified or dismantled when found and spawners returned to the player. If players are repeat offenders they loose their spawner privileges.
    This would suggest that donators can place their own? As of yet we are unable to place them still

    upload_2017-9-16_8-7-27.png

    upload_2017-9-16_8-8-14.png
     
    Last edited: Sep 16, 2017
  10. CathalA06

    CathalA06 Active Member Registered

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    The next update phila and other should just be combined, it's just the same thing over again, new lot harder update? Everyone moves to lot harder then a phila update comes? Everyone to Philip......
     
  11. Necknightly

    Necknightly New Member Registered

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    My farms will revolve around being activated by a pressure plate, which would mean that the lights will turn off when you're standing on the pressure plate. Would that also be an acceptable solution?
     
  12. celtic762

    celtic762 Administrator Staff Member Admin Server Admin Builder Events YouTube

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    Spawners activate when a player is within 16 blocks. The 36 block separation is to prevent a single player from activating more than 4 spawners at a time. It's all about numbers. 20 players running a single grinder each will activate 80 spawners, 80 to 180 hoppers, which easily handled by the server. If each player is able to activate spawners in two grinders the numbers move well past 120, with 160 spawners, 160 to 360 hoppers.
     
  13. celtic762

    celtic762 Administrator Staff Member Admin Server Admin Builder Events YouTube

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    Your blaze xxp farm could have an auto kill feature by flooding the the bottom of the funnel with water using a dispenser. In any case any deviations from the design criteria would have to be approved on a case by case basis prior to spawners being placed.
     
    elaineandsparky likes this.

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