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.
Well, I can spawn a few k slimes (number according to /killall) and they still split. Even when I have around 1fps (9k slimes, game crashed after using killall :tongue.gif:), they still do. Also tried spawning around 100 slimes with same results. Lastly, I tried it without any mods using a world I spawned slimes in with SPC.
Really don't know why that happens to you (or not to me :tongue.gif:)
Well, I can spawn a few k slimes (number according to /killall) and they still split. Even when I have around 1fps (9k slimes, game crashed after using killall :tongue.gif:), they still do. Also tried spawning around 100 slimes with same results. Lastly, I tried it without any mods using a world I spawned slimes in with SPC.
Really don't know why that happens to you (or not to me :tongue.gif:)
Might have to do with the spawning algorithm too such as the blocks being deemed full nearby the splitting slime and nothing being produced. But with the 25 to 50 tests, they always seemed to break at the same number :/
I don't know if this has been suggested, But I found that carving out the Layers 16 to 6 in a chunk that spawns slimes gives you tons of diamonds/gold/iron and makes an area good for slime spawning.
To sum it up:
The Random Seed of your world determines in which chunks slimes can spawn. In average, slimes can spawn in every 10th chunk. I have written a small java tool to determine these chunks for your world (i.e. its seed). See link above.
Some other facts:
- slimes share mob limits and most of the algorithm with other hostile mobs. So if you want to make a productive farm, light caves and the surface as well as your farm. It should also make a tiny difference to prevent slime spawning in other eligible chunks (see below)
- if the game decides to spawn hostile mobs, it randomly chooses one. Every mob, including slimes, has the same chance. But there is an additional 90% chance for slimes not to spawn (even if inside an eligible chunk). So theoretically it's more like 1:10:10:10:10 (slime:spider:creeper:skeleton:zombie). Also, slime spawns will fail more often due to the height and chunk limit (see below)
- slimes don't need light and spawn only below level 16 (the air block must be 15 or below, so the ground they spawn on must be 14 or below leading us to a minimum f3 coordinate of 16.6 while standing on that ground)
- Sizes:
Small Slime: 0.6x0.6x0.6
Medium Slime: 1.2x1.2x1.2
Big Slime: 2.4x2.4x2.4
- slimes dont check for bounding boxes. all you need to spawn them is one opaque (not glass, slabs etc) ground block, one air block above (this is the point where they actually spawn, should be lower than 16) and a non-opaque cube above that (air, glass, slab..). there are no distinctions for small, medium and big slimes. If you've got a 2 high ceiling, big slimes will automatically suffocate and split (hence you wouldn't see them unless you get them in sight very fast before they die). If you put a glass below that ceiling, medium slimes get stuck in it, but they don't die (so no real use in this).
Turns out this isn't completely true.
Details:
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.
- every slime size has the same chance to spawn (33%)
- there's no bigger slime ingame (despite what the wiki says). It's easy to mod them in though, as their size is determined by an internal number, which also affects their damage, health, splitting behaviour etc (might be a lazy way for them to add a boss monster :tongue.gif:)
Slow Spawn / Why you need to mess with your world
The game tries to spawn mobs every tick (0.1s). It completely skips specific mob types (water, hostile, neutral) if the limit has been reached or the game difficulty is on peaceful for hostiles. This is actually the only time that limit is checked, which is the reason why much more mobs can potentially spawn in a single tick (>1000).
Then it consecutively goes through every chunk (17x17 = 289!) around the player(s) in a random order, picks a random mob of that type and a random spot in that chunk. If the spot meets some criteria, the game tries to spawn up to 4 mobs around and possibly on that spot. Just before spawning, there's some additional checks depending on the mob. For slimes, it's the height level and chunk plus an additional 90% of bailing out. For other hostiles, bailout chance depends on light level (100% for 8+).
Assuming you have a one chunk-wide spawning floor (16x16):
Scenario 1, natural world:
There's plenty of spots all around you for hostiles to spawn with low or zero light. Might not even take a tick for the limit to be reached again, meaning your chunk only gets called once after the mob count goes below the limit. There's a chance of 20% that the game decides to spawn slimes. Then there's only a chance of 1/128 = .7% (=> 20% * .7% = .14%) that it picks a spot on your floor. And also, the 90% bailout decreases your chance (less transparent because of the group spawning algorithm, so I can't give numbers).
Because of despawning of hostiles other than slimes, the algorithm kicks in every few seconds, I'd say.
Also, switching to peaceful might only cause some additional calls, so no magic :sad.gif:
Scenario 2, world lit up:
Since no other hostiles can spawn, the algorithm gets called every tick until the limit is reached only with slimes.
Note that even the numbers I gave aren't exact, because group spawning can also traverse chunks and height levels to some degree.
Anyway, hope it clarifies why it takes so long and why you need to mess with your world to get a decent spawning rate.
Cool story, bro.
Rollback Post to RevisionRollBack
How much wood could a woodchuck chuck if a woodchuck could chuck cake?
Some people just don't appreciate all the hard work others do so they can have easy answers to technical things in minecraft later on. I just wish they wouldn't attempt to **** all over someones work publicly like he did, despite the fact that he is likely running a shitty version of our combined efforts he saw someone else rehash on youtube.
is it possible to copy a slime chunk with say.. mcedit or some thing like that and paste it next to another, and so on, to make a massive slime farm? or is it possible to choose what chunks are slime chunks and what are not, is there any tools for this sort of thing?
is it possible to copy a slime chunk with say.. mcedit or some thing like that and paste it next to another, and so on, to make a massive slime farm? or is it possible to choose what chunks are slime chunks and what are not, is there any tools for this sort of thing?
Nope. All of that slime spawning stuff is passed through a mathematical equation to determine it and the only way to alter it is by changing the seed itself. Changing the seed would then alter all slime chunks making it a void tactic. The only way to really get a massive clump is to make a java program that searches for massive clumps in a specific spot (if it is not specific, the program would take AEONS to calculate each seed).
At any rate, that's the method I used to get my 2x2 slime chunk spot. Highest I've been able to reach in a larger radius is 10 out of 16 and can find those fairly easily with my program. However, if you specify it must have the 4 in the dead center, it won't find any. This all has a lot to do with probabilities and statistics. A 3x3 is quite possible, but getting that one extra block to make it 10 out of 16 with a nice 4 chunk center is not very possible. And a 4x4 is near impossible. Probability alone says there are about 1000 out of the 2^64 existing possible seeds, but statistically, there are none.
Ok. :smile.gif: There spawn slimes now but very little.
The spawning rate should increase the more you light up nearby caverns and kill other potential spawning spots for hostile mobs. I hope this helps in your quest for slimeballs.
It doesn't matter how much damage small slimes receive, they will always drop their 0-2 slime balls. I usually kill slimes with arrows (2 hearts damage) and get slime balls.
Yes it does matter. Hit a huge/middle slime with a diamond sword and the simply die without any splits.
Keep making the chamber bigger. The easiest way to get slimes is to create a quarry (meaning simply dig out a chamber starting directly above your bedrock layers), simply take all of your cobble/ores/etc from this one chamber - no branch mining. Eventually, you'll create enough space for the slimes to spawn. Mine columns of 6 to create enough space for giant slimes.
This is all provided you're in a slime-friendly chunk, but even then, law of average says you'll eventually mine into one anyways, if only on accident.
Rollback Post to RevisionRollBack
"Don't pay any attention to the critics. Don't even ignore them." -Nicolas Negroponte
Keep making the chamber bigger. The easiest way to get slimes is to create a quarry (meaning simply dig out a chamber starting directly above your bedrock layers), simply take all of your cobble/ores/etc from this one chamber - no branch mining. Eventually, you'll create enough space for the slimes to spawn. Mine columns of 6 to create enough space for giant slimes.
This is all provided you're in a slime-friendly chunk, but even then, law of average says you'll eventually mine into one anyways, if only on accident.
Only problem with this is it is beyond possible to have a 6x6 cube of no slime spawning (most I've seen so far, but still fairly common). This is 36 chunks or roughly 576x576 blocks of space. Law of averages might state you can find a slime chunk, but why burden yourself into carving that many blocks out?
That's just my take on it. If you really want to resort to legitimate slime chunk finding, I'd suggest branch mining like normal and finding hotspots along the way then proceeding to quarry those hot spots. Much cleaner method that doesn't eat pickaxes and time.
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:
You lucky bastid. :grr:
1. yes, the more spawning platforms that will fit between 6-15.5 the better. I have 4 spawning platforms: 6, 9, 12, 15 separated by 2x air blocks and surrounded by glass and water trough.
2. If you want to be really obsessive about it, your yield would be maximal if you filled in all air spaces 2 or more blocks high within 144 m of the centre of your middle slime chunk. VoxelSniper or MCEdit might be helpful with this. Otherwise it may take you some time (weeks to months IRL) to explore and light up all the accessible caverns.
There will still be pocket caves and blind end caves you can't get to! Don't sweat these though, if you think about it they account for a rather small spawning surface area, and sometimes you can access them by listening, using F3 to "see" mobs behind walls, and digging away dirt/gravel. Branch mining the entire area is excessive.
3. If you are within 24 blocks of any point in the slime chunk, nothing will spawn. If you are beyond 128 m away from any point in the slime chunk, nothing will spawn. If however you're at any point in between these two imaginary spherical radii, slimes will spawn somewhere in the slime chunk(s).
Short answer: Dig a 30 m tunnel from the edge of your slime chunk, light it up, and build a farm of some sort on the other end. Spend 5 mins in your farm every day, run check the slime room, run back, spend another 5 mins, lather rinse repeat until you get slimes.
4. Yes, glowstone physics is changed from glass to stone for mining purposes, it's reasonable to expect they are now considred opaque (like stone) rather than non-opaque (like glass).
5. Slimes typically don't despawn if you wander away. If you log off and don't reload the world until after 1.8 they may disappear because the slime generation algorithm is changed with the update. If you have a slime and it disappears it's possible it took fall damage or fell in lava instead. And you missed the slimeballs.
Only problem with this is it is beyond possible to have a 6x6 cube of no slime spawning (most I've seen so far, but still fairly common). This is 36 chunks or roughly 576x576 blocks of space. Law of averages might state you can find a slime chunk, but why burden yourself into carving that many blocks out?
That's just my take on it. If you really want to resort to legitimate slime chunk finding, I'd suggest branch mining like normal and finding hotspots along the way then proceeding to quarry those hot spots. Much cleaner method that doesn't eat pickaxes and time.
You don't "resort" to legitimate slime finding, you resort to using third party tools to analyze your game file. It's possible to branch mine your way right through a slime-producing chunk and not even know it. Chunks are only 16 blocks across in either direction, after all. Chamber mining has the benefits of both avoiding this pitfall and providing the player with the resources he already needs.
You don't "resort" to legitimate slime finding, you resort to using third party tools to analyze your game file. It's possible to branch mine your way right through a slime-producing chunk and not even know it. Chunks are only 16 blocks across in either direction, after all. Chamber mining has the benefits of both avoiding this pitfall and providing the player with the resources he already needs.
Actually, I resorted to a third party tool me and a friend of mine coded that would spit out seeds for anything that matched the input we gave it. But I was saying for legitimacy sake, the best bet is to just start a branch mine and go from there. Better than hollowing out a million blocks to find 1 or 2 slime chunks. Also, the spawning algorithm allows slimes to spawn properly in 1 wide 2 high channels, so your theory is wrong.
Hi everybody! I just tried to make a slime farm, using this site in my 1.8 pre-release version. Thought that it might not work anymore adn decided to give it a shot. It's been 3 days since I built it, I slept mostly and due to the bed bug, I slept till sunset lol but there aren't any slimes in it. If it's because my sleep problem, then it's ok. But if the system doesn't work anymore due to the changes in world generation, I suggest whoever made that site starts working on a newer version to make us all happy miners! ^^ I'll update if I find a slime, cheers!
Hi everybody! I just tried to make a slime farm, using this site in my 1.8 pre-release version. Thought that it might not work anymore adn decided to give it a shot. It's been 3 days since I built it, I slept mostly and due to the bed bug, I slept till sunset lol but there aren't any slimes in it. If it's because my sleep problem, then it's ok. But if the system doesn't work anymore due to the changes in world generation, I suggest whoever made that site starts working on a newer version to make us all happy miners! ^^ I'll update if I find a slime, cheers!
I made a slime farm last night and it works for me.
Well, I can spawn a few k slimes (number according to /killall) and they still split. Even when I have around 1fps (9k slimes, game crashed after using killall :tongue.gif:), they still do. Also tried spawning around 100 slimes with same results. Lastly, I tried it without any mods using a world I spawned slimes in with SPC.
Really don't know why that happens to you (or not to me :tongue.gif:)
Might have to do with the spawning algorithm too such as the blocks being deemed full nearby the splitting slime and nothing being produced. But with the 25 to 50 tests, they always seemed to break at the same number :/
Cool story, bro.
Glad you liked it :smile.gif:
Some people just don't appreciate all the hard work others do so they can have easy answers to technical things in minecraft later on. I just wish they wouldn't attempt to **** all over someones work publicly like he did, despite the fact that he is likely running a shitty version of our combined efforts he saw someone else rehash on youtube.
Nope. All of that slime spawning stuff is passed through a mathematical equation to determine it and the only way to alter it is by changing the seed itself. Changing the seed would then alter all slime chunks making it a void tactic. The only way to really get a massive clump is to make a java program that searches for massive clumps in a specific spot (if it is not specific, the program would take AEONS to calculate each seed).
At any rate, that's the method I used to get my 2x2 slime chunk spot. Highest I've been able to reach in a larger radius is 10 out of 16 and can find those fairly easily with my program. However, if you specify it must have the 4 in the dead center, it won't find any. This all has a lot to do with probabilities and statistics. A 3x3 is quite possible, but getting that one extra block to make it 10 out of 16 with a nice 4 chunk center is not very possible. And a 4x4 is near impossible. Probability alone says there are about 1000 out of the 2^64 existing possible seeds, but statistically, there are none.
Mobs can't spawn within 24 blocks of the player. So leave the room and they should eventually start spawning in there.
It's just technical mumbo jumbo the average player doesn't need to know ;p
The spawning rate should increase the more you light up nearby caverns and kill other potential spawning spots for hostile mobs. I hope this helps in your quest for slimeballs.
all share the same limit. if you have less other hostile mobs, you get more slimes. The 2nd part of the first post explains it with more detail.
And the DO need light.
Yes it does matter. Hit a huge/middle slime with a diamond sword and the simply die without any splits.
This is all provided you're in a slime-friendly chunk, but even then, law of average says you'll eventually mine into one anyways, if only on accident.
-Nicolas Negroponte
Only problem with this is it is beyond possible to have a 6x6 cube of no slime spawning (most I've seen so far, but still fairly common). This is 36 chunks or roughly 576x576 blocks of space. Law of averages might state you can find a slime chunk, but why burden yourself into carving that many blocks out?
That's just my take on it. If you really want to resort to legitimate slime chunk finding, I'd suggest branch mining like normal and finding hotspots along the way then proceeding to quarry those hot spots. Much cleaner method that doesn't eat pickaxes and time.
You lucky bastid. :grr:
1. yes, the more spawning platforms that will fit between 6-15.5 the better. I have 4 spawning platforms: 6, 9, 12, 15 separated by 2x air blocks and surrounded by glass and water trough.
2. If you want to be really obsessive about it, your yield would be maximal if you filled in all air spaces 2 or more blocks high within 144 m of the centre of your middle slime chunk. VoxelSniper or MCEdit might be helpful with this. Otherwise it may take you some time (weeks to months IRL) to explore and light up all the accessible caverns.
There will still be pocket caves and blind end caves you can't get to! Don't sweat these though, if you think about it they account for a rather small spawning surface area, and sometimes you can access them by listening, using F3 to "see" mobs behind walls, and digging away dirt/gravel. Branch mining the entire area is excessive.
3. If you are within 24 blocks of any point in the slime chunk, nothing will spawn. If you are beyond 128 m away from any point in the slime chunk, nothing will spawn. If however you're at any point in between these two imaginary spherical radii, slimes will spawn somewhere in the slime chunk(s).
Short answer: Dig a 30 m tunnel from the edge of your slime chunk, light it up, and build a farm of some sort on the other end. Spend 5 mins in your farm every day, run check the slime room, run back, spend another 5 mins, lather rinse repeat until you get slimes.
4. Yes, glowstone physics is changed from glass to stone for mining purposes, it's reasonable to expect they are now considred opaque (like stone) rather than non-opaque (like glass).
5. Slimes typically don't despawn if you wander away. If you log off and don't reload the world until after 1.8 they may disappear because the slime generation algorithm is changed with the update. If you have a slime and it disappears it's possible it took fall damage or fell in lava instead. And you missed the slimeballs.
You don't "resort" to legitimate slime finding, you resort to using third party tools to analyze your game file. It's possible to branch mine your way right through a slime-producing chunk and not even know it. Chunks are only 16 blocks across in either direction, after all. Chamber mining has the benefits of both avoiding this pitfall and providing the player with the resources he already needs.
-Nicolas Negroponte
Actually, I resorted to a third party tool me and a friend of mine coded that would spit out seeds for anything that matched the input we gave it. But I was saying for legitimacy sake, the best bet is to just start a branch mine and go from there. Better than hollowing out a million blocks to find 1 or 2 slime chunks. Also, the spawning algorithm allows slimes to spawn properly in 1 wide 2 high channels, so your theory is wrong.
I made a slime farm last night and it works for me.