Referencing https://papermc.io/forums/t/changes-to-the-mob-cap-in-latest-paper-builds/672
Tested on build 610 and 621
My server has been running great for the most part ever since this change was implemented. I even installed Aikar's plugin 'fair natural spawns'. TPS has generally been consistent between 19 and 20, depending on number of players, maybe dropping to 18.5 on a busy day.
Recently, one of our players has built an enormous overworld gold farm with dozens of huge portals. I'm okay with this, my server allows for huge builds and players can get away with just about any build as long as it doesn't cause the server to lag.
Problem is this new farm does lag the server. A lot. Players reported TPS dropping as low as 9 when someone was afking at the farm. I think I know why. The article I linked above highlights the problem nicely.
Quote: "NETHER_PORTAL is given to mobs spawned from nether portals. This is basically just zombie pigmen. It does not include other mobs that pass through portals; they retain their original spawn reason."
Quote2: "Also worth mentioning: gold farms based on zombie pigmen spawning from nether portals just became a whole lot more viable/useful after this update, because their spawn reason (NETHER_PORTAL) will never count towards the hostile mob cap. You could run a pigman farm of this design while running another natural-spawning based hostile mob farm, such as a guardian farm etc., and not impact the efficiency of either farm whatsoever. You could even combine it with a natural spawning based pigman farm to create a pigman farm that’s twice as fast and gets twice as much gold in the same amount of time… Honestly this one might be even more prone to being abused than the buff to slime farms."
My request/suggestion: Allow players to set individual mob caps in Paper.yml on each of these spawn reasons:
DEFAULT
NATURAL
BREEDING
CHUNK_GEN
CUSTOM is the spawn
DISPENSE_EGG
SPAWNER_EGG
EGG
JOCKEY
LIGHTNING
NETHER_PORTAL
SHOULDER_ENTITY
SLIME_SPLIT
SPAWNER
FromMobSpawner
TRAP
BUILD_IRONGOLEM
BUILD_SNOWMAN
BUILD_WITHER
CURED
DROWNED
ENDER_PEARL
INFECTION
OCELOT_BABY
REINFORCEMENTS
SHEARED
SILVERFISH_BLOCK
VILLAGE_DEFENSE
VILLAGE_INVASION
To be clear, I don't want to nerf the gold farm into oblivion, I only want to adjust the rates sufficiently so that the server's performance doesn't take such a huge hit. I don't believe lowering the mob cap in Bukkit.yml would help if the gold farm ignores the mob cap.
Referencing https://papermc.io/forums/t/changes-to-the-mob-cap-in-latest-paper-builds/672
Tested on build 610 and 621
My server has been running great for the most part ever since this change was implemented. I even installed Aikar's plugin 'fair natural spawns'. TPS has generally been consistent between 19 and 20, depending on number of players, maybe dropping to 18.5 on a busy day.
Recently, one of our players has built an enormous overworld gold farm with dozens of huge portals. I'm okay with this, my server allows for huge builds and players can get away with just about any build as long as it doesn't cause the server to lag.
Problem is this new farm does lag the server. A lot. Players reported TPS dropping as low as 9 when someone was afking at the farm. I think I know why. The article I linked above highlights the problem nicely.
Quote: "NETHER_PORTAL is given to mobs spawned from nether portals. This is basically just zombie pigmen. It does not include other mobs that pass through portals; they retain their original spawn reason."
Quote2: "Also worth mentioning: gold farms based on zombie pigmen spawning from nether portals just became a whole lot more viable/useful after this update, because their spawn reason (NETHER_PORTAL) will never count towards the hostile mob cap. You could run a pigman farm of this design while running another natural-spawning based hostile mob farm, such as a guardian farm etc., and not impact the efficiency of either farm whatsoever. You could even combine it with a natural spawning based pigman farm to create a pigman farm that’s twice as fast and gets twice as much gold in the same amount of time… Honestly this one might be even more prone to being abused than the buff to slime farms."
My request/suggestion: Allow players to set individual mob caps in Paper.yml on each of these spawn reasons:
DEFAULT
NATURAL
BREEDING
CHUNK_GEN
CUSTOM is the spawn
DISPENSE_EGG
SPAWNER_EGG
EGG
JOCKEY
LIGHTNING
NETHER_PORTAL
SHOULDER_ENTITY
SLIME_SPLIT
SPAWNER
FromMobSpawner
TRAP
BUILD_IRONGOLEM
BUILD_SNOWMAN
BUILD_WITHER
CURED
DROWNED
ENDER_PEARL
INFECTION
OCELOT_BABY
REINFORCEMENTS
SHEARED
SILVERFISH_BLOCK
VILLAGE_DEFENSE
VILLAGE_INVASION
To be clear, I don't want to nerf the gold farm into oblivion, I only want to adjust the rates sufficiently so that the server's performance doesn't take such a huge hit. I don't believe lowering the mob cap in Bukkit.yml would help if the gold farm ignores the mob cap.