activation-range reduces the efficiency of iron farm
ifloppy opened this issue ยท 2 comments
Describe the bug
When the activation-range
is enabled, the efficiency of the iron farm significantly decreases, resulting in fewer or even zero iron golems being spawned by villagers. This issue persists even when minecraft:villager
and minecraft:pillager
are included in the excluded-entity-types
.
This is the basic structure of the iron farm:
To Reproduce
Steps to reproduce the behavior:
- Enable the
activation-range
(default setting). - Observe the iron farm's efficiency.
Expected behavior
The iron farm should maintain its normal efficiency, with villagers consistently spawning iron golems.
Versions
- ServerCore: 1.5.5
- Minecraft: 1.21.1
Mod incompatibilities
None. The iron farm operates with normal efficiency without ServerCore.
With activation range on and not being excluded this is more or less expected behavior. There are some checks in place to make them still work most of the time for most iron farms, but results are dependent on the farm design used. This one moves the pillager around a lot meaning there's a good chance the villagers won't detect it and be immunized by it before its gone again.
Now when villagers are added to excluded entity types, thats where this gets strange. Did you make sure to /sc reload to reload the config file and then unload -> reload the area (or world) before checking if it changed anything? Some changes like these need the entities themselves to be reloaded.
If that doesn't work, try to add minecart to it aswell just to be sure that isn't affecting it.