Economy Mob AI Feedback

Discussion in 'Change Log' started by matt, Jul 25, 2024.

  1. matt
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    matt Well-Known Member Administrator

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    We have made updates to mob AI on Economy to try improve server performance. Chicken, Sheep, Pig, Cow, Mooshroom, Iron Golem, Spider, Cave Spider, Skeleton, Zombie, Pig Zombie, Slime, and Creeper entity AI have been mostly disabled. Please share all your feedback in this thread. Thank you!

    Update #1 2024/07/26
     
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    Last edited: Jul 25, 2024
  2. evlvdrgn
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    evlvdrgn New Member

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    Ill have to write an appreciation post about this
     
  3. Hopper
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    Hopper Active Member

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    Disabled it How? What parts of the Mob's AI's were disabled?
     
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  4. RickH
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    RickH Member

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    This is a horrendous change, my two best farms for gold and slime no longer work. You're making it so the only viable "economy" is either building a giant melkin farm or a giant wheat farm. No variety, no fun, just a giant slog of building huge platforms of crops.

    Edit: My pork farm also no longer works and is going to need redesigning.
     
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    Last edited: Jul 25, 2024
  5. Kittykat713
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    Kittykat713 Member

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    I strongly support this change, some things need tweaking of course but frankly anything which helps server performance is something i'm 100% behind.
     
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  6. RickH
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    RickH Member

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    I'm really gutted about these changes, I've been trying to survive on here without building huge melkin/wheat farms as I just don't see the appeal of them. I'm not making a lot of money and i definitely didn't have great times earning money from my gold farm as I literally only just turned it on yesterday. It's been enough of a struggle going against the meta of crop hopper farms as it is, having half my island's output wiped out with one unexpected change after I've just spent a relative fortune setting them up is just completely demotivating.

    I honestly don't see how pushing people to either having giant crop farms with auto farming crop hoppers or loads of spawners with water flushing mechanisms is an improvement. Sure, TPS might go up, but it's at the expense of gameplay. Surely I'm not the only person who wants to be able to be creative with my farm builds rather than just having the same handful of boilerplate ones everyone else has?
     
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  7. 1_DarkLight_1
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    1_DarkLight_1 Active Member

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    matt, thank you for the start of something to raise TPS and overall performance of the server. Is there any granularity for the AI, or can we re-enable some things? For instance:
    • Pigs - They will no longer mate, so we cannot complete the "Making Bacon" quest
    • Sheep - Will no longer grow wool, so the only way to complete the Shear Pink Sheep quest is to have a spawner and manually dye sheep. Additionally, sheep shearing farms no longer work once you shear them one time.
    • Zombie Pigmen - In the nether (not using a portal farm), zombie pigmen won't react and be become a mob (sorry, I'm a dad, pun intended) of aggro'd mobs for an in-nether grinder.
    The overall AI disablement has had a hugely positive impact on TPS (as I'm sure you already know), which is a good thing. With the statement in the first post of "mostly disabled", is it possible to enable certain AI actions like eating grass and breeding? I'm willing to deal with no in nether gold grinder.

    Also, with the disabling of some level of AI, any chance we could get a modification of mob stacking? Depending on what is able to be re-enabled, increasing the stacking limit to say 5 or 10 before they stack would really help for things like Bees. I realize it's a balancing act and disabling AI to raise TPS and increase performance only to ruin it by enabling more mobs via the stacking change doesn't make sense after a certain point, but figured I'd throw it out there.
     
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  8. Awesomolocity
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    Awesomolocity Well-Known Member

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    Just from a quick read of the thread, I do hope some of these changes are things we're willing to be flexible on. (In particular I'd like to keep passive mob breeding and sheep regrowing wool)

    Other aspects, I could see an argument for (IE: goldfarms), but assuming the TPS improvement is substantial and remains so, I'd rather have the TPS over the piglin aggro mechanic. (Although admittedly both would be nice)
     
  9. Timmut
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    Timmut Well-Known Member

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    Honestly I can't tell if this is a good change or bad. Has anyone noticed a significant increase in TPS?
     
  10. KhalDrogo
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    KhalDrogo Senior Member

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    I’ve resisted building portal gold farms for a while now because I consider their bypassing the mob cap somewhat of an exploit (that’s my opinion and not something to be argued)
    I was never confident that they wouldn’t be nerfed or outlawed entirely. Had they not I would have eventually built them and would have most likely built at least 4 of them.
    Perhaps gold price can be returned to where it was now.
     
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  11. Space
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    Space Active Member

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    I heard through the grapevine that these changes will be reverted, which is good and bad. Our TPS hasn't improved much, sadly :(
    You want to know my mobs AI we don't need? Phantoms. Nobody likes them. Nobody wants them. 2b2t and their community has pride themselves on being vanilla and even THEY disabled phantoms. 99.99% of the community rejoiced when they found that out. I was frankly shocked the server kept phantoms. And not even a /setting unless we want to remove all natural mob spawns. They're unnecessary mobs and unnecessary lag. If you're not going to remove them, at least remove their AI.
    Some other mobs who I think may not need AI: rabbits, llamas, polar bears, trader llamas, blazes (only ones from spawners), endermites, and piglins/piglin brutes (the part that makes them search for gold). I'm more than happy to hear anyone's reasons of why they shouldn't lose their AI. I'll even listen if you really want phantoms to keep their AI, lol.
    I would be fine with pigs AI staying disabled if we could still breed them somehow or the quest gets removed/changed. Sheep I'd like back for wool farms. Iron Golems are important parts of Slime farms, so I'd like seeing both of those mobs AI reenabled. Having hostiles mobs AI removed is just going to lead to more mob flusher farms, so all of those really should be reverted... I don't think we can get cave spiders on economy, so that's fine I guess lol. As for zombie pigmen...

    As someone who may have been the first person to build a portal based gold farm on eco, I understand disabling their AI to a degree. If it stays disabled, I'd just miss the free exp, lol, since gold prices are so nerfed. Know an easy solution to this? They should add hostile mob spawners finally! :) I imagine that's less laggy.

    But to Rick H's point, if you're wiping out gold farms, then continue to work on economy's metas to be more than just crophopper farms. Continuing to remove more and more mechanics ruins part of the point of Minecraft, by the way.
     
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    Last edited: Jul 25, 2024
  12. matt
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    matt Well-Known Member Administrator

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    It is not our intention to break existing gameplay mechanics with these changes. The goal is to find a balance between immersive gameplay and server performance. Initially, we have implemented broad changes to assess their impact on performance. Moving forward, we plan to reintroduce features and implement custom AI to optimize farms on Economy.

    Sheep wheat bating, block eating, and breeding has been reenabled.

    Pig carrot on a stick baiting and breeding has been reenabled.

    Zombie pigmen track to nearby targets and alert nearby zombie pigmen has been reenabled.
     
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  13. 1_DarkLight_1
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    1_DarkLight_1 Active Member

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    Legend. Thankee sai!
     
  14. KhalDrogo
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    KhalDrogo Senior Member

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    I shall await the final verdict on the function of portal farms before building at least 4 of them. Even with the reduced gold price, I suspect they will be more profitable than a full quota of most other spawners with the benefit of the player not needing to be with 16 blocks of it which leaves room to ALSO have a full compliment of spawners.

    I’m very pleased to see this work being done on Economy
    I don’t know that it’s possible to please everyone but once a baseline is established as to what we can and can’t do, we can move forward,hopefully with a better TPS that WILL benefit everyone.
     
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    Last edited: Jul 25, 2024
  15. Mintyloto
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    Mintyloto Member

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    I agree with the changes
     
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  16. Queen
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    Queen Well-Known Member

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    Revert plz only thing you should have removed was phantoms
     
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  17. Kittykat713
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    Kittykat713 Member

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    Please remove phantoms as well!! They're a pointless annoyance on eco, surely their removal will help at least a little.
     
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  18. 0cultado
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    0cultado Member

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    If these changes proceed to survival, I hope only a few spawner mobs get affected, and by any chances do NOT remove phantoms from survival :c The last thing I would like is even more features being removed, even though they can be annoying at times.
    I suggest not removing the AI from these mobs, as some have a big impact on people's islands:
    > Fish and axolotls AI, a lot of people have aquariums, and, if all of a sudden, they stop moving it would completely ruin some people's immersion on their islands! (I'll quit if this is removed ; _ ; )
    > Iron Golems and Villagers have a lot of uses in farms, so please do not touch them :c
    > Snow Golems, cause it's the only way to get snow without wasting a lot of grass
    > Goats, Frogs, and Bees, although not mentioned, require their AI to produce unique items.
    Besides these, I think any mobs AI being disabled in attempt for better performance is OK. Feel free to disable shulkers AI ;P
     
    Last edited: Jul 26, 2024
  19. Queen
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    Queen Well-Known Member

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    What's your reason for not wanting phantoms removed? They are just a nuisance and add nothing of value to the game...
     
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  20. SociallyOffbeat
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    Not to be that gal but... *cough* Slow Falling Potions *cough cough*
     
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