Clarity on Activation Mode? (Enderman farm not working with Classic Mode)
MrBsng opened this issue ยท 9 comments
Describe the bug
Hi, I noticed when I had the activation mode on default to classic, my enderman farm would stop working because the endermen would fall and die instead of being 1 hp. I change the activation mode to vanilla, my farm works perfectly again. The server is on 1.19.3 running Paper.
I see you have notes on Play animation for unsupported blocks, and Hide Worn armor and tools effect on drop rates. You need a note for Activation Mode also, assuming it wasn't added in DP Release v1.9.1. I'm using DP v1.9.0.
Screenshots of farm i'm using:
For the farm, standing on the top is at y44, standing at the hoppers is y1
The very top platform is 30x30. while the gap for the enderman to fall in is 3x3.
I only have the wood blocks in the 3rd screenshot as a reference to how high the endermite is on the iron bar, so don't use those wood blocks
This bottom platform is 9x9 with the roof having double carpet so enderman don't spawn there and spawn at the very top.
Then here are the settings to make my farm work again. Activation Mode was the one setting though that made them die. Although activation distance I don't think matters.
Steps to reproduce
Build the exact farm I have.
Run Paper build 448 on 1.19.3.
Clean install DP Release v1.9.0.
Should produce the exact same results where enderman die on fall instead of being 1hp.
Expected behavior
Spawn activation mode shouldn't have an impact as it was not in the notes.
and enderman falling down should be 1hp and not die.
Additional context
No response
Thanks for the bug report.
There is no note about Activation Mode because it shouldn't have an impact on mob farms, but apparently I messed up somewhere. I'll need to take a closer look at it when I'm back from vacation (in around 1 week).
I'm guessing you were standing on the bottom platform of the farm when you noticed this behaviour? Does this also happen with activation mode classic and a very low activation distance like 1 block?
Thanks for the bug report. There is no note about Activation Mode because it shouldn't have an impact on mob farms, but apparently I messed up somewhere. I'll need to take a closer look at it when I'm back from vacation (in around 1 week). I'm guessing you were standing on the bottom platform of the farm when you noticed this behaviour? Does this also happen with activation mode classic and a very low activation distance like 1 block?
Hi, I also got busy with things, but I ended up remaking the farm in a fresh brand new singleplayer world, (with cheats on of course) and it seems to be happening in DP version 1.9.1 also. That being said same settings as the screenshot, and even with the default activation blocks at 20 blocks.
Activation mode at 1 makes the farm act in a way that is not of vanilla. The endermen spawn at the bottom and die instantly of what it seems like suffication when they raise up fully.
I can send a world download your way.
Setting the activation distance higher to let's says 46. because the top platform is y44 and bottom is y1, minimizes it but it still is present.
2023-07-05_19-22-58_New World 1.zip
Game Version 1.19.3
Finally got around to fixing this issue. Everything you mentioned should now work as expected ๐
If you encounter any other bugs while building other farms, let me know ๐
Finally got around to fixing this issue. Everything you mentioned should now work as expected ๐ If you encounter any other bugs while building other farms, let me know ๐
I cannot find the new download for this?
Sorry for the misunderstanding, I plan on adding some more stuff until I release the next version.
The fix is only on the GitHub version right now. If you want to play with it, download the repository directly and extract spawnanimations-master.
Sorry for the misunderstanding, I plan on adding some more stuff until I release the next version. The fix is only on the GitHub version right now. If you want to play with it, download the repository directly and extract spawnanimations-master.
I can confirm this issue is fixed also with importing the datapack from the current master into the test world I sent you. I did just fork the repo then ran the github action, which is the easiest way for me to get the datapack.