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Threaded Mode Linear Mode. Post: 1. After about 30 minutes of punching trees and other exciting things there still aren't any monsters in my farm. The farm is at least 24 blocks away the furthest distance is 34 blocks from the far edge of my island. It's constructed entirely from planks with slabs on top of the planks to prevent spawns on top. All the X's are red and I would think monsters should be spawning but they aren't. I'm even hearing cave sounds if I stand near enough to the box.
I went back and checked out the tutorial video for Sky Factory one and as far as I can tell the only difference is mine is three tall and not two. Couple images of the farm are below. Post: 2. It should be fine, put your difficulty up to see if that helps. Post: 3. I was initially on Normal when I noticed the problem, bumped up to hard and still nothing. I duplicated the farm in a different location and it's working fine but that one still has nothing spawning in it.
Post: 4. Two things. Check the biome where the spawner is.Asked by XenizedKitsune. In my Sky Factory 3 world, I would like to fully automate a farm for the Pam's Harvestcraft crops and trees. I didn't want to line an orchard with mechanical users, so I turned to OpenComputers after noticing I can program a robot to do it for me.
The next step was suppose to make it react to a redstone signal starting its harvest routine when a chest of bonemeal is full, thank you Storage Drawers. Even something as simple as printing "true" when it gets one. Could be my incompetence, but that's beside the point or 3 for ComputerCraft. Any help figuring out how redstone cards work in robots would be greatly appreciated.Minecraft Mods FTB Infinity Evolved - AUTOMATIC MANA POOL [E58] (Modded Expert Mode)
It contains the redstone card address, the side, the previous input strength, and the current strength. To wait for an event, use event. You need to require "event" before you use any of the event library's functions. Yes, functions are real I'm not really sure what you meant by that. But here's an example anyways.
Plus running between two different trees means putting in 'robot. What you're looking for is a function. Specifically a 'for' or while loop in a function.
Here is a crude one of the former that 'could' be made way better features n stuff Ah, right. The robot has harvested a vanilla bean when I pushed a button! Thank you so much, Finger! Possibly something like. Just needed to require "component". And as a final note, do functions work in OpenComputers? I can see they're a thing in real Lua, but I've yet to see any mention of functions in OpenComputers tutorials They could help me clean up my code some. I was simply wondering how functions worked in OpenComputers.
It would have been cool if I could crunch my harvest routine into a function so I don't have to hit tab twice after every single line. Due to the random nature of the fruit spawns on each tree, there's nothing repetitive in my code, so functions aren't totally necessary.
Thank you for the example, though. How can you make a robot move more than one block in a single line? It won't stop in a block occupied by a fruit, but players can pass directly through them.
Theoretically, so can robots, if its destination is beyond the fruit I hope?
Once again, Molinko, you're a lifesaver. The function works beautifully. As with all coding, the moment you think you have it all down perfectly, another bug shows up.
This time, I think I'm just missing some kind of break. Right now, as soon as the robot gets a redstone signal, it'll run its farming operation.Forums New posts Search forums. What's new New posts New resources New profile posts Latest activity. Servers Latest reviews Search resources.
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Hello, wow, I haven't been here in a while I built a small mob farm in my Sky Factory 3 world. It was spawning mobs the last time I played, but now it isn't. The only "technical" thing I've changed was switch to an alpha version of Curse to use the new Minecraft launcher. I've also tried going into gamemode 1 and flying out a bit to see if it was just a distance thing. Still, nothing. Here is a screenshot of my farm. At the spawn area, there are upper slabs, so mobs could spawn there, but I'm too close to the spots for any spawning to occur, anyway.
MacAisling Popular Member. Did you, by any chance, put a nice, fat, Torch Master torch down anywhere in your base recently? MacAisling said:. Softwerker Active Member. Weird, had a similar problem in my world and tracked it down to the MobFan in a single spawning lane - but you do not have one. One advice though, do not use half slabs for the walls. Skeletons might shoot you and creepers explode. Cptqrk Popular Member. Maybe it's the angle, but I can't tell if the floor is a half slab or not When in doubt, ask the stupid question Is the mob spawning room a viable level to spawn?
Cptqrk said:. Maybe it's the angle, but I can't tell if the floor is a half slab or not. They kind of do.
Yellow X's mean there's only sky light, meaning mobs can spawn there at night. Red X's mean no sky light and not enoygh external light, that is, it's always dark enough for mobs to spawn. No X's will appear, no matter the light level, if it's not a valid area, that is, a transparent block, a bottom slab, or a one block tall space. There shouldn't be an X at all, as it isn't a valid spawning block, plus a sky-lit block is next to it.Forums New posts Search forums.
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FTB Skyfactory 3 - Mobs not spawning in farm
FTB Skyfactory 3 - Mobs not spawning in farm
What to set up production where it turns on when almost empty and off when full. Global Moderator. Trusted User. Some kind of redstone comparator, either vanilla or moded item with same function. Tried comparitor and it can read a full pool but not when it's empty. It turns off as soon as a small amount of mana is taken out. From the Comparitor run 4 redstone dusts, then measure from there.
I built a 15x14 cobblestone platform that's unlit and no mobs friendly or hostile are spawning. The platform starts 24 blocks from my standing position.
I think you might have to be a bit further than 24 blocks away. Maybe closer to 32? I know in my overworld spawning room, there isn't much activity in it until I'm a good distance from it.
I would think the same applies to the nether, but I haven't been there yet. Also, I guess having it as low as possible in the world helps too. To tell them how to live is to prevent them living.
Height does not matter one bit to spawning rates well, technically it does, but the impact is so tiny that it's entirely hidden by random distribution; even when you KNOW it's happening, you won't be able to see it happening. Distance is also unmodified from vanilla. Some mods such as Bloodmoon make it possible for mobs to spawn closer than 24 blocks from the player, but those mods are not part of the SF3 pack.
Mobs will not spawn within 24 blocks, they will have a random chance to despawn starting at 32 blocks away, and past blocks they immediately despawn.
Automate mana production in Sky Factory 3.
As far as the height goes, I was just going by what Xisuma was saying about it, apparently the mob spawn rate is calculated from the bottom of the world up, so probably in a normal world that might make a slight difference as you mention, but in a skyblock it's negligible I guess. Probably not worth the effort, for sure. At least that's how it's looking to me.
Personally, I'd add spikes and fans or some other mob moving device to kill them automatically. Greetings, Some friends of mine setup a Skyfactory 3 server and I have finally build a portal and gone to the nether.
Am I misunderstanding the spawning mechanics for this pack? I'm really hoping for some nether chickens.Forgot your password? Endoflame: Works really slow, but good at early game. Leaves placed by machine, or formation planes works fine. Entropinnyum: Tnt is not that easy to make constant source, also noise, sometimes you will hear explosion even with sound mufflers game glitch.
Kekimurus: Same as TNT, not easy to make constant source of cakes. To many process steps, as for me. Gourmaryllis: Same problem, constant source.
Spectrolus: worst mana generating flower. I agree with you I also currently on sf2 I'm using kekimurus and some endoflames for somewhat passive mana generation I plan on making more kekimurus since it's kinda the only flower i never used it for mana gen:D. As for the wool thingy Edit: for noise issues, the problem is that the flowers dont eat the tnt if its not chunk loaded. I think you didn't read the main topic thoroughly I said If you have the kitchen from Cooking for Blockheads the cake and all food items become easy to make.
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Report post. Posted July 27, In the search for the best mana generating flower, I did some testings and got these results: Note: these numbers are the RF generated by a single block or item consumed by a flower Share this post Link to post Share on other sites.
Posted August 20, Entropinnyum: Tnt is not that easy to make constant source, also noise, sometimes you will hear explosion even with sound mufflers game glitch 5. And that is a list not some kind of top I plan on making more kekimurus since it's kinda the only flower i never used it for mana gen:D As for the wool thingy Posted July 26, Posted July 29, A Spectrolus consumes blocks of Wool dropped within 1 block of it.
It will consume any and all wool dropped, but it will not generate Mana from all of them. It will only generate Mana if the correct color of wool is dropped. Each correct block of Wool consumed generates Mana. A Spectrolus can store Mana internally, and can be bound to a Mana Spreader within 6 blocks of itself to transfer its Mana.This modpack is centered around its technology and automation mods, while also having a large variety of mods to provide players with the choice of how they want to collect their resources.
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