lolol
What I meant to type was how deep* do I have to be? (For slimes to spawn)
Ahh, okay!
The lowest layer they will spawn is layer 16; that or anything below will be fine. Now, YOU don't have to be below 16 for them to spawn, but they won't appear any higher. They can also travel higher, if they want, but if there isn't some place below 16, in a slime eligible chunk, they won't be appearing.
To rephrase:
You can be anywhere.
Slimes can spawn only below layer 16
They can travel higher, once they have spawned
Huge Slimes do not spawn naturally? Why didn't you edited the wiki then... I never knew that.
Yes they do spawn naturally :dry.gif:
Rollback Post to RevisionRollBack
The opinions expressed in this post do not necessarily reflect the views of speaker, and may contain significant levels of: a) trolling flaming c) spamming
I do or do not use periods and capitalization based on my mood.
Only 3 sizes spawn naturally. Anything bigger than 2.4 blocks is not legitimate.
Also, I refuse to edit the wiki when people constantly edit back in the lies and assumptions.
aah, I believe I mixed up the names of the sizes. Well the wiki says they can't spawn now (idk if someone recently changed it or not)
Rollback Post to RevisionRollBack
The opinions expressed in this post do not necessarily reflect the views of speaker, and may contain significant levels of: a) trolling flaming c) spamming
I do or do not use periods and capitalization based on my mood.
Been readin a bit and people seems to have problems with their slime farms. Just some tips: Make sure to have as many caves as possible illuminated with torches, so less mobs spawn. When maximum mob ammount have been reached slimes have a VERY slim chance of spawning.
And another tip is make the entire slime farm room only 2 units high so they immideately break into smaller ones.
The 2 high thing works but there's a flaw to it in that travel time for the slimes is increased significantly due to bouncing being their only form of travel. I personally prefer the 4 high ceiling (clearance for the biggest ones) and downgraders along the outside edge. However, my newer slime downgrader does indeed work well in a 3 wide canal and got a chance to build one on an SMP the other day upon request. To each their own I suppose.
Argh, I think I was wrong about the spawning criteria (bottom opaque block mid air block and then top non-opaque). I just noticed slimes having spawned in a room full of slabs in my world.
So I checked the source again and the reason seems to be that the check for an air block happens only for the central spot for group spawning. As soon as it finds an air block somewhere the only remaining checks for actual spawn spots horizontally around that air block (can theoretically be up to 20 blocks away in both directions) are (affects all mobs except water mobs):
top block: Must not be opaque
mid block: Must not be opaque and not must not be liquid
bottom block: Must be opaque
With some exceptions:
- TNT counts as non-opaque
- Mob Spawner counts as opaque
Full list:
Yes means it can be a block on the bottom, No for mid/top (not accounting for liquid property). Brackets show discrepancies to the opaque property of the block (The algorithm uses a property of the block's material which seems to be mislabeled in MCP).
tile.stone Yes
tile.grass Yes
tile.dirt Yes
tile.stonebrick Yes
tile.wood Yes
tile.sapling No
tile.bedrock Yes
tile.water No
tile.water No
tile.lava No
tile.lava No
tile.sand Yes
tile.gravel Yes
tile.oreGold Yes
tile.oreIron Yes
tile.oreCoal Yes
tile.log Yes
tile.leaves No
tile.sponge Yes
tile.glass No
tile.oreLapis Yes
tile.blockLapis Yes
tile.dispenser Yes
tile.sandStone Yes
tile.musicBlock Yes
tile.bed No
tile.goldenRail No
tile.detectorRail No
tile.pistonStickyBase No
tile.web No
tile.tallgrass No
tile.deadbush No
tile.pistonBase No
null No
tile.cloth Yes
null No
tile.flower No
tile.rose No
tile.mushroom No
tile.mushroom No
tile.blockGold Yes
tile.blockIron Yes
tile.stoneSlab Yes
tile.stoneSlab No
tile.brick Yes
tile.tnt No (opaque cube)
tile.bookshelf Yes
tile.stoneMoss Yes
tile.obsidian Yes
tile.torch No
tile.fire No
tile.mobSpawner Yes (not opaque cube)
tile.stairsWood No
tile.chest Yes
tile.redstoneDust No
tile.oreDiamond Yes
tile.blockDiamond Yes
tile.workbench Yes
tile.crops No
tile.farmland No
tile.furnace Yes
tile.furnace Yes
tile.sign No
tile.doorWood No
tile.ladder No
tile.rail No
tile.stairsStone No
tile.sign No
tile.lever No
tile.pressurePlate No
tile.doorIron No
tile.pressurePlate No
tile.oreRedstone Yes
tile.oreRedstone Yes
tile.notGate No
tile.notGate No
tile.button No
tile.snow No
tile.ice No
tile.snow Yes
tile.cactus No
tile.clay Yes
tile.reeds No
tile.jukebox Yes
tile.fence No
tile.pumpkin Yes
tile.hellrock Yes
tile.hellsand Yes
tile.lightgem Yes
tile.portal No
tile.litpumpkin Yes
tile.cake No
tile.diode No
tile.diode No
tile.lockedchest Yes
tile.trapdoor No
So that would mean that they could even spawn inside 2 tnt blocks above an opaque block if there's an air block around on the same level.
Just tested it and they do indeed, but it takes very long depending on how many air blocks there are nearby.
Argh, I think I was wrong about the spawning criteria (bottom opaque block mid air block and then top non-opaque). I just noticed slimes having spawned in a room full of slabs in my world.
So I checked the source again and the reason seems to be that the check for an air block happens only for the central spot for group spawning. As soon as it finds an air block somewhere the only remaining checks for actual spawn spots horizontally around that air block (can theoretically be up to 20 blocks away in both directions) are (affects all mobs except water mobs):
top block: Must not be opaque
mid block: Must not be opaque and not must not be liquid
bottom block: Must be opaque
With some exceptions:
- TNT counts as non-opaque
- Mob Spawner counts as opaque
Full list:
Yes means it can be a block on the bottom, No for mid/top (not accounting for liquid property). Brackets show discrepancies to the opaque property of the block (The algorithm uses a property of the block's material which seems to be mislabeled in MCP).
tile.stone Yes
tile.grass Yes
tile.dirt Yes
tile.stonebrick Yes
tile.wood Yes
tile.sapling No
tile.bedrock Yes
tile.water No
tile.water No
tile.lava No
tile.lava No
tile.sand Yes
tile.gravel Yes
tile.oreGold Yes
tile.oreIron Yes
tile.oreCoal Yes
tile.log Yes
tile.leaves No
tile.sponge Yes
tile.glass No
tile.oreLapis Yes
tile.blockLapis Yes
tile.dispenser Yes
tile.sandStone Yes
tile.musicBlock Yes
tile.bed No
tile.goldenRail No
tile.detectorRail No
tile.pistonStickyBase No
tile.web No
tile.tallgrass No
tile.deadbush No
tile.pistonBase No
null No
tile.cloth Yes
null No
tile.flower No
tile.rose No
tile.mushroom No
tile.mushroom No
tile.blockGold Yes
tile.blockIron Yes
tile.stoneSlab Yes
tile.stoneSlab No
tile.brick Yes
tile.tnt No (opaque cube)
tile.bookshelf Yes
tile.stoneMoss Yes
tile.obsidian Yes
tile.torch No
tile.fire No
tile.mobSpawner Yes (not opaque cube)
tile.stairsWood No
tile.chest Yes
tile.redstoneDust No
tile.oreDiamond Yes
tile.blockDiamond Yes
tile.workbench Yes
tile.crops No
tile.farmland No
tile.furnace Yes
tile.furnace Yes
tile.sign No
tile.doorWood No
tile.ladder No
tile.rail No
tile.stairsStone No
tile.sign No
tile.lever No
tile.pressurePlate No
tile.doorIron No
tile.pressurePlate No
tile.oreRedstone Yes
tile.oreRedstone Yes
tile.notGate No
tile.notGate No
tile.button No
tile.snow No
tile.ice No
tile.snow Yes
tile.cactus No
tile.clay Yes
tile.reeds No
tile.jukebox Yes
tile.fence No
tile.pumpkin Yes
tile.hellrock Yes
tile.hellsand Yes
tile.lightgem Yes
tile.portal No
tile.litpumpkin Yes
tile.cake No
tile.diode No
tile.diode No
tile.lockedchest Yes
tile.trapdoor No
So that would mean that they could even spawn inside 2 tnt blocks above an opaque block if there's an air block around on the same level.
Just tested it and they do indeed, but it takes very long depending on how many air blocks there are nearby.
This mob is just screwed..
Confusing explanation, but right on the money. I recently dug through this myself out of pure annoyance trying to figure out how the game was allowing spawning to take place on elements such as pressure plates but was doing so at a really annoyingly shitty rate.
Hi all, this is my situation about my Slime Spawner!
What i'm doing now is digging the 48*16*3 area at lvl 12 (so the 3 block of heigh are lvl 12 - 13 - 14)!
How to increase to the MAXIMUM the efficiency of the spawner?
1. Is good to dig the spawn area from bedrock till lvl 16? (Make a 48*16*16 room)
2. Is good to fill ALL the caves ONLY on top of the room? Or i need to fill also the caves AROUND the room?
3. Slimes will spawn only if i'm near (how much near?) the room? Or inside? (It's a multiplayer server!)
4. Slimes will spawn on a glowstone floor?
5. They can disappear?
Hi all, this is my situation about my Slime Spawner!
What i'm doing now is digging the 48*16*3 area at lvl 12 (so the 3 block of heigh are lvl 12 - 13 - 14)!
How to increase to the MAXIMUM the efficiency of the spawner?
1. Is good to dig the spawn area from bedrock till lvl 16? (Make a 48*16*16 room)
2. Is good to fill ALL the caves ONLY on top of the room? Or i need to fill also the caves AROUND the room?
3. Slimes will spawn only if i'm near (how much near?) the room? Or inside? (It's a multiplayer server!)
4. Slimes will spawn on a glowstone floor?
5. They can disappear?
Thanks for answers! :biggrin.gif:
1) Depends on how you plan on dealing with the slimes. Some people sit down at bedrock to collect the slimeballs. Some downgrade the slimes to the tiniest ones and force them to travel up to the surface using an inferior design I invented in 1.3. And I personally kill the slimes and force their drops to me with an item elevator I also came up with. It's all personal preference.
2) The cave lighting is the same as any normal hostile mob. You're gonna have to light up everything in a 272x272 space (give or take depending on where you are in the chunk) if you expect to have full efficiency on spawning.
3) Best advice I can give on SMP, don't bother making a slime farm. Just get a bukket item mod and never look back. Slimes bug out like ****ing crazy in SMP. But if we are getting into the technicalities of slime spawning; they are the same as any normal mob. Stay at least 24 blocks away from your spawners.
4) Yep. Glowstone counts as an opaque block in the spawning algorithm as previously mentioned.
5) Yep. Despawn rules are still in play. They also have further rules other mobs don't. For instance, if you are already at the hostile cap, successful splits can end in total vanishes instead (meaning no extra slimes for you, so taking the time to remove other spawn areas for all hostile mob types is highly recommended).
Yea on SMP it won't even be close to as efficient as it can be in SSP even if you light up everything around you and flood the caves unless every other player does the same thing and stays in that area..
That being said, if you want to build a farm your sticky piston needs, I'd recommend building a farm that "conserves" the slimes without killing them since they don't despawn unless you are more than 128m away from them. And then add a lever that kills them. That way you can come by every now and won't miss a spawn if you stay in range.
There are two ways I know of to do this:
- let them fall into a two deep hole controlled by a piston or trapdoor. Then kill them with fall damage or water. Eg like this (around 27:00)
- add a piston on top of the slimeavator (roboticausts ladder design). If the piston is extended and they climb towards it, they'll get stuck and also clump together. You can see that here (around 14:00)
They also have further rules other mobs don't. For instance, if you are already at the hostile cap, successful splits can end in total vanishes instead (meaning no extra slimes for you, so taking the time to remove other spawn areas for all hostile mob types is highly recommended)
Ehm, are you really sure about this? Just tested it with spawning 500 slimes. Killing them still makes them split. In the source code there's also no (obvious) conditions for not letting them spawn.
Yea on SMP it won't even be close to as efficient as it can be in SSP even if you light up everything around you and flood the caves unless every other player does the same thing and stays in that area..
That being said, if you want to build a farm your sticky piston needs, I'd recommend building a farm that "conserves" the slimes without killing them since they don't despawn unless you are more than 128m away from them. And then add a lever that kills them. That way you can come by every now and won't miss a spawn if you stay in range.
There are two ways I know of to do this:
- let them fall into a two deep hole controlled by a piston or trapdoor. Then kill them with fall damage or water. Eg like this (around 27:00)
- add a piston on top of the slimeavator (roboticausts ladder design). If the piston is extended and they climb towards it, they'll get stuck and also clump together. You can see that here (around 14:00)
Ehm, are you really sure about this? Just tested it with spawning 500 slimes. Killing them still makes them split. In the source code there's also no (obvious) conditions for not letting them spawn.
100% sure about this. I've tested the absolute **** out of it. 500 is a bit ridiculous and I know spawning that many with spc causes them to freak out and freeze in the air well outside of the despawn radius. I've been testing with about 50 at once in my system and watching for ones that don't split then running a /killall slime command to see how many were in existence when the vanish nonsense decided to appear and it is lining up at the hostile cap beautifully every time.
could i request a mod to find where dogs spawn? not sure if its random or if its specific places.
Biomes control the chance rate. Look for forest biomes for best rates. If you are having trouble finding one, look for a sign mod that allows you to detect the biome the sign is placed in.
Pwnd.
A7X FoREVer
I . . . I . . .
. . . what?
lolol
What I meant to type was how deep* do I have to be? (For slimes to spawn)
Ahh, okay!
The lowest layer they will spawn is layer 16; that or anything below will be fine. Now, YOU don't have to be below 16 for them to spawn, but they won't appear any higher. They can also travel higher, if they want, but if there isn't some place below 16, in a slime eligible chunk, they won't be appearing.
To rephrase:
You can be anywhere.
Slimes can spawn only below layer 16
They can travel higher, once they have spawned
Yes they do spawn naturally :dry.gif:
I do or do not use periods and capitalization based on my mood.
Only 3 sizes spawn naturally. Anything bigger than 2.4 blocks is not legitimate.
Also, I refuse to edit the wiki when people constantly edit back in the lies and assumptions.
Nah, man, that's where aliens landed, just nearby is Area 51.
aah, I believe I mixed up the names of the sizes. Well the wiki says they can't spawn now (idk if someone recently changed it or not)
I do or do not use periods and capitalization based on my mood.
The 2 high thing works but there's a flaw to it in that travel time for the slimes is increased significantly due to bouncing being their only form of travel. I personally prefer the 4 high ceiling (clearance for the biggest ones) and downgraders along the outside edge. However, my newer slime downgrader does indeed work well in a 3 wide canal and got a chance to build one on an SMP the other day upon request. To each their own I suppose.
So I checked the source again and the reason seems to be that the check for an air block happens only for the central spot for group spawning. As soon as it finds an air block somewhere the only remaining checks for actual spawn spots horizontally around that air block (can theoretically be up to 20 blocks away in both directions) are (affects all mobs except water mobs):
top block: Must not be opaque
mid block: Must not be opaque and not must not be liquid
bottom block: Must be opaque
With some exceptions:
- TNT counts as non-opaque
- Mob Spawner counts as opaque
Full list:
Yes means it can be a block on the bottom, No for mid/top (not accounting for liquid property). Brackets show discrepancies to the opaque property of the block (The algorithm uses a property of the block's material which seems to be mislabeled in MCP).
tile.stone Yes
tile.grass Yes
tile.dirt Yes
tile.stonebrick Yes
tile.wood Yes
tile.sapling No
tile.bedrock Yes
tile.water No
tile.water No
tile.lava No
tile.lava No
tile.sand Yes
tile.gravel Yes
tile.oreGold Yes
tile.oreIron Yes
tile.oreCoal Yes
tile.log Yes
tile.leaves No
tile.sponge Yes
tile.glass No
tile.oreLapis Yes
tile.blockLapis Yes
tile.dispenser Yes
tile.sandStone Yes
tile.musicBlock Yes
tile.bed No
tile.goldenRail No
tile.detectorRail No
tile.pistonStickyBase No
tile.web No
tile.tallgrass No
tile.deadbush No
tile.pistonBase No
null No
tile.cloth Yes
null No
tile.flower No
tile.rose No
tile.mushroom No
tile.mushroom No
tile.blockGold Yes
tile.blockIron Yes
tile.stoneSlab Yes
tile.stoneSlab No
tile.brick Yes
tile.tnt No (opaque cube)
tile.bookshelf Yes
tile.stoneMoss Yes
tile.obsidian Yes
tile.torch No
tile.fire No
tile.mobSpawner Yes (not opaque cube)
tile.stairsWood No
tile.chest Yes
tile.redstoneDust No
tile.oreDiamond Yes
tile.blockDiamond Yes
tile.workbench Yes
tile.crops No
tile.farmland No
tile.furnace Yes
tile.furnace Yes
tile.sign No
tile.doorWood No
tile.ladder No
tile.rail No
tile.stairsStone No
tile.sign No
tile.lever No
tile.pressurePlate No
tile.doorIron No
tile.pressurePlate No
tile.oreRedstone Yes
tile.oreRedstone Yes
tile.notGate No
tile.notGate No
tile.button No
tile.snow No
tile.ice No
tile.snow Yes
tile.cactus No
tile.clay Yes
tile.reeds No
tile.jukebox Yes
tile.fence No
tile.pumpkin Yes
tile.hellrock Yes
tile.hellsand Yes
tile.lightgem Yes
tile.portal No
tile.litpumpkin Yes
tile.cake No
tile.diode No
tile.diode No
tile.lockedchest Yes
tile.trapdoor No
So that would mean that they could even spawn inside 2 tnt blocks above an opaque block if there's an air block around on the same level.
Just tested it and they do indeed, but it takes very long depending on how many air blocks there are nearby.
This mob is just screwed..
Confusing explanation, but right on the money. I recently dug through this myself out of pure annoyance trying to figure out how the game was allowing spawning to take place on elements such as pressure plates but was doing so at a really annoyingly shitty rate.
What i'm doing now is digging the 48*16*3 area at lvl 12 (so the 3 block of heigh are lvl 12 - 13 - 14)!
How to increase to the MAXIMUM the efficiency of the spawner?
1. Is good to dig the spawn area from bedrock till lvl 16? (Make a 48*16*16 room)
2. Is good to fill ALL the caves ONLY on top of the room? Or i need to fill also the caves AROUND the room?
3. Slimes will spawn only if i'm near (how much near?) the room? Or inside? (It's a multiplayer server!)
4. Slimes will spawn on a glowstone floor?
5. They can disappear?
Thanks for answers! :biggrin.gif:
1) Depends on how you plan on dealing with the slimes. Some people sit down at bedrock to collect the slimeballs. Some downgrade the slimes to the tiniest ones and force them to travel up to the surface using an inferior design I invented in 1.3. And I personally kill the slimes and force their drops to me with an item elevator I also came up with. It's all personal preference.
2) The cave lighting is the same as any normal hostile mob. You're gonna have to light up everything in a 272x272 space (give or take depending on where you are in the chunk) if you expect to have full efficiency on spawning.
3) Best advice I can give on SMP, don't bother making a slime farm. Just get a bukket item mod and never look back. Slimes bug out like ****ing crazy in SMP. But if we are getting into the technicalities of slime spawning; they are the same as any normal mob. Stay at least 24 blocks away from your spawners.
4) Yep. Glowstone counts as an opaque block in the spawning algorithm as previously mentioned.
5) Yep. Despawn rules are still in play. They also have further rules other mobs don't. For instance, if you are already at the hostile cap, successful splits can end in total vanishes instead (meaning no extra slimes for you, so taking the time to remove other spawn areas for all hostile mob types is highly recommended).
That being said, if you want to build a farm your sticky piston needs, I'd recommend building a farm that "conserves" the slimes without killing them since they don't despawn unless you are more than 128m away from them. And then add a lever that kills them. That way you can come by every now and won't miss a spawn if you stay in range.
There are two ways I know of to do this:
- let them fall into a two deep hole controlled by a piston or trapdoor. Then kill them with fall damage or water. Eg like this (around 27:00)
- add a piston on top of the slimeavator (roboticausts ladder design). If the piston is extended and they climb towards it, they'll get stuck and also clump together. You can see that here (around 14:00)
Ehm, are you really sure about this? Just tested it with spawning 500 slimes. Killing them still makes them split. In the source code there's also no (obvious) conditions for not letting them spawn.
Last question 128m = 128 blocks?
100% sure about this. I've tested the absolute **** out of it. 500 is a bit ridiculous and I know spawning that many with spc causes them to freak out and freeze in the air well outside of the despawn radius. I've been testing with about 50 at once in my system and watching for ones that don't split then running a /killall slime command to see how many were in existence when the vanish nonsense decided to appear and it is lining up at the hostile cap beautifully every time.
Biomes control the chance rate. Look for forest biomes for best rates. If you are having trouble finding one, look for a sign mod that allows you to detect the biome the sign is placed in.