~ For slow falling potions and elytra repairing for non-ranks. It's either keep phantoms or waste a grass block for 4 phantom membranes from /warp grass (in survival, idk abt economy store, but they must be affordable there). In my opinion, they're not such a nuisance to go and remove them completely in survival, especially when u can turn mob generation off(of course this isn't a thing on economy without hostile mobs spawners). I'm sorry if you misunderstood, I'm not an economy player, so I was mostly talking on survival side, since they commented similiar changes will be applied to it and directed to this post, but it's understandable if they can be extremely annoying on economy and you don't benefit from killing them!
Sometimes I get lonely on my island and its nice to have friends that can spawn in and fly around you from time to time instead of waiting for people to /visit you; people only visit when they want to buy stuff but phantoms appreciate me for who I am
I don't know that I've ever heard that said about something that wants to kill you...interesting take.
Crew mentioned seeing a 5+ TPS increase on Economy. I'm curious if that has remained true since the changes? Because honestly I imagine restarting the server at abnormal times and knocking off all of the typically afk folks was a bigger factor on the first day.
Well its been a few days now and its gone from 11 tps to ~13.5 tps average. Any improvement is good but right now there's been talks of making more mob flush systems so that may tank it a bit more assuming spawner additions take a long time to implement.
With spawners on the way, flush farms won’t be needed. Hopefully hostile mobs spawn in water as passive mobs do so the redstone won’t be needed. Perhaps the release of spawners should tie in with a ban on flush farms. Added note: I'm not confident that spawners will yield a greater drop rate than flush farms currently do so there might not be a lot of incentive to spend big money on spawners. There is the control over where they spawn and the mob type but that might not be enough to see people switch to them.
I checked some Survival islands with public mob spawners and they do seem to spawn in the air/in flowing water so flush systems definitely not needed!
The client is told the TPS. Given that skylandia runs bots it can be assumed this data is simply logged to a file.
Aren't they already? Like I've seen several afk islands that have island sized mob flush fsrms, far exceeding the limits on flush fsrms that were introduced a year ago.
No idea what the limit is on flush farms but I don't think spawners will surpass the speed of current flush farms, which are the natural skyblock method of getting mobs and for a fraction of the price of whatever a spawner would cost.
Back when the update was released we were told to have flush mob farms no bigger than 15 layers and 2 towers. That's why I had to remove half of my preexisting one. Idk if that changed since, but a few islands have got like 10x that amount running 247. In my view its those that cause the tps drops partly. This was when water flush limit was also low though