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Post by SunSeek on Oct 8, 2017 21:28:33 GMT
Cactus is one of those odd items in Minecraft, useful yet useless. It's awesome for green dye, making trashcans, decoration and mob defence. But on this server, it's mostly for green dye and trashcans. So I'm here to plead for a change in the auto-farm rules for a specific type and size of a cactus farm.
That per player, not per plot; be allowed one auto farm of cactus of four plants only.
This would limit the size of the farm drastically. Which is great, who needs all that much cactus at once? There wouldn't be massive item drops from a mega build. Four plants are just about the right size for personal consumption with a bit left over to sell if made into dyes or sold as the plant. Both items are not in great demand so there is little to no disruption to the economy. Four plant auto farm still cannot compete against a larger semi-auto cactus farm on output.
To be honest, I want this, badly. It's neat to watch them pop off. The sound of water running and the rhythmic pop is very soothing, like being at a Zen retreat.
Thank you for your consideration, SunSeek
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Post by BlingCake on Oct 8, 2017 23:11:58 GMT
I agree this could be very useful, except in the mob defense part. Keep inv is on, and there are sethomes. Personally I like a zombie to walk into my bedroom so O can say, What Up?, and then snipe him with my boe. But there might be people who are super hardcore I guess. I vote yes
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Post by zaimatcat on Oct 9, 2017 11:50:36 GMT
It may not cause much lag, but it's consider an auto farm because it's AFK-able, assume that one cactus grow per minute, with 4 cactus someone can afk for 30 mins until auto kick and able to collect around 100+ without doing anything and no afford, compare to someone that active a switch after they came back from auto kick to collect 100+ from their 30+ cactus farm. A large massive farm can be laggy, but it's just a matter of a few second lag once active, and piston lag could be server side, it's up to players' FPS. It's unfair when we allow this but not allow other farm like pumpkin/melon. If we allow them all then a player can have many auto farms which could be a mess, and there could be large auto farm if there's multiple players share them if count per player. Since it's auto, it will give constant lag forever with the cactus dropping as entities count which it isn't server-side lag, not good when almost everyone have this farm. When item dropped, it's usually despawn in a minute, but when u dropped it and leave the chunk, it will stay there forever until you return to the chunk to continue it's timer left for it to despawn since we don't have a timer to clear dropped entities in a fixed duration.
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Post by Michael0z0 on Oct 9, 2017 17:59:10 GMT
I don't think it's a good idea to allow anything fully auto but if it was i think people would use droppers to pick up items [REDACTED]
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Post by SunSeek on Oct 9, 2017 19:25:26 GMT
I'd like to respond to zaimatcat's concerns.
All farms only function when the player is in range. It makes no difference if it is manual, semi-auto or full auto. In this sense, every farm is afk-able no matter the type. I don't see it as an issue where it comes to afk-ability but rather one of item drops.
What I am seeing is concern over loose items. I am surprised clearlagg plugin hasn't be activated as it is allowed for semi-vanilla servers. However, even without it, there is a way to address concerns over loose items. Use of item overflow protection built into the farm. All this does is continue to trash excess items and maintain the flow when the farm is active.
The second concern I am seeing is the number of farms on the server and the creation of giant cooperatives. This would be easy to regulate.
One singe four plant auto farm per person. Each farm must be contained in a single chunk and must be built with item overflow protection. Only one four plant auto farm per chunk no matter the owner- thus no cooperative farms.
Could even rule them out and away from the warps by 1000 blocks if need be too.
Then the cap to the auto farms is limited to the number of players, limited in production and limited to the ability to trash excess output as well as only functional when a player is in range - which means these kinds of builds are more for home bases where the player spends a bit more time.
And if the concern of using alts comes up, then restrict the farms to per person, not alt accounts so thus it is prevented from using alts to have different farms.
I'm looking at this as a novelty to have. I feel it compleats the Minecraft Vanilla experience but scaled down for the server environment.
Thank you for your consideration,
SunSeek
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Post by zaimatcat on Oct 9, 2017 22:42:37 GMT
As AFK-able farms means, able to collect loot while AFK, not AFK for them to grow only, it does makes a huge difference as I mention that someone can collect 100+ from 4 cactus when it's auto, compare to someone collect only 8 cactus from semi auto with afk for 30 minutes. Also, a random player can pass by and load the farm, and we cannot moderate efficiently by checking every single player. Then we will also have player that suggest/ask for more auto farm to be allowed.
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Post by Michael0z0 on Oct 9, 2017 22:54:54 GMT
Knootmare why did you redact my comment but not Zaimcats? ANYONE can do simple math
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Post by Kydog on Oct 9, 2017 23:46:38 GMT
Knootmare why did you redact my comment but not Zaimcats? ANYONE can do simple math lol trolled by a mod
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Post by SunSeek on Oct 10, 2017 3:00:39 GMT
Alright, I took on the mathematical challenge and I have some preliminary findings. I ran the test three times. But first, let me explain the design I went with. I scaled down Welskight's design which he based off Xisumavoid's cactus myth-busting research on auto-farm design. Primarily this design is best for close to loss-less production at a slight sacrifice to space. Pretty little screenshot view - imgur.com/CLeDYJJTop-down view of entire structure - imgur.com/Gx8lAX6Top-down view of item overflow protection - imgur.com/JBBTX3tAngular view of item overflow protection - imgur.com/ddgjxfuTest Results - imgur.com/SV77tMINow I know that cactus produce at less than half the rate of pumpkins. I believe it would be safe to say pumpkins and melons would produce at slightly better than double this. Oh, the test results: I ran the test three times. Test # 1 30 mins - 3 items Test # 2 30 mins - 3 items Test # 3 30 mins - 5 items I ran the test in consecutive order. A little bit more testing should stay within the range of item production. I'm afraid these test result show this size of auto-farm, far underproduces what a medium sized semi-auto farm could do. I may have just convinced everyone these farms are pointless for their economic value. I still would like to have one. Thank you for your consideration, SunSeek
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IvanisIvan
Villager
server dooooowwwwnnnn
Posts: 19
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Post by IvanisIvan on Oct 15, 2017 23:39:08 GMT
I feel that it is better the way it is now, even though i want it, i can;t see it being a good thing.
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