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other then them being ugly do you have any other problems with iron golem farms?I was actually relieved when I read this, since I can now get rid of the ugly cobble iron golem farm in Citadel.
The fact that Iron golem farms being on the server for over 2 years with no inflation seems like it is not that full of potential. Because we had the rule" you have to manually kill the golems" kept that issue in check I thought.The fact remains that gold and iron are valuable items and blocks. They act as currency because our economy doesn't just run on emeralds. This change is in order to prevent inevitable inflation
As far as the Farming pigmen, the spawning rate is so erratic that you barely break even compared to just branch mining. Have there even been any tests to see how effective the golems and pigmen farms are compared to branch mining?If you or I were able to farm gold an iron at our full potential then we would be ridiculously rich compared to everyone else.
The rule "must manually kill" was implemented to keep gen feeding to a minimum. However, this also caused towns to stock up golems to kill all at once. If the ingots were removed from the exchanger, the farms ban on being automatic would not be needed to avoid infinite emeralds. Golem farms could then become barely anything to strain the server if they became automatic.Lots of people have fancy complicated golem farms and they do cause extra strain on the server. This would be magnified if we grew immensely and everybody had them as well.
Both these issue would be solved by removing iron/gold ingots as currency and replacing it with iron/gold ore. Even if you have an infinite number of iron/gold ingots the only way to get an iron/gold ore block is to go mine it. There is not way to turn Ingots back into ore allowing iron/gold ore blocks to become currency with no issues of infinite emeralds from the exchanger.1. Trading the iron at spawn would provide infinite emeralds. (This one could be solved by changing the ore exchanger but there are not many rare resources left in the game we could use instead)
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3. The economy is mainly run on 4 currencies, Iron, Gold, Diamond and Emeralds. The reason these are used is because they are both useful and take time to gain in large quantities. Gaining an infinite supply of 2 of these kills the economy.
27 items contain iron in their crafting recipies.9 recipies are tools and armor related that become outdated once you obtain diamonds.4 are related to doors,pressure plates, and trip wire. 3 are ascetics (iron block,iron bars, and cauldron).4 are tools that are not outdated with diamonds(bucket,compass,sheers, and flint and steel). 4 are related to rails and minecarts.3 building blocks actually have legit uses(hoppers,pistons, and anvils). There are only a few items that you would actually gain anything by having a mass amount of them other then making your town pretty. Buckets/hoppers/pistons/anvils/rails would be in this category.However, Pistons are so cheap as is,you don't really need more then one anvil at a time unless you are making elaborate death traps, and a person can only hold 36 full buckets at one time. This leaves only hoppers and rails subject to mass production that does not deal with ascetics. Hoppers (imo) would only decrease the lag by removing entities and rails would only be useful to complete a "world rail" if one of those are being built. Honestly, I have no defense to "this is not a creative server" other then it takes time to build the farms,it is a legit part of vanilla minecraft, and the acquiring of the iron is a slow trickle unless you turn your entire town into an iron golem farm.2. Most crafting recipes in minecraft use iron. The server is challenging and we want to keep it that way. Gaining an infinite supply of the two main ores in the game makes many things in minecraft much easier. This isn't a creative server.
The only things that admins would have to worry about with my suggestion would be making sure no auto gold farms were being used(would make this process easier if coding would allow for the server to turn off items drop to non-player damage kills pigmen and have the recourse watching pluggins watch the rates of gold ingots/nuggets picked up). If automatic golem farms were legal then the only rule they would have to enforce is don't lag the server.5. Admins cannot check every farm on the server to see if they are within the rules.
A majority of the problems don't come from the golem farms. They come from allowing items that can be farmed legit in vanilla minecraft to be traded for features that are offered through the server pluggins when it is meant only for items that should only be abled to be mined. Main thing I am trying to say is that if we replace ingots(that can be farmed) for ores(that can only be mined) as the currency for the server then there is no need to remove a vanilla feature. The problem lies with the ore exchanger pluggin.... not the game.We have been over this topic many times and it is not a discussion on whether they should drop iron or not, they simply will not anymore due to the numerous problems with golem farms.
The fact that Iron golem farms being on the server for over 2 years with no inflation
Sorry, I didn't say in my post that these suggestions are also to avoid lag. I suggested to let iron golem farms be turned automatic and only allow pigmens to be killed only while they are free roaming. This kills golems soon after they spawn and this avoids players pinning up hundreds of zombies in a grinder.You also did not defend the issues it can and does cause with lag. Large amounts of golems and pigmen and golems begin to take their toll on the server. If numbers keep rising like they have then this will only get worse.
Only alternative for minimizing that abuse would be to leave pigmen auto farming illegal, with the only way to kill them is free roamed(no auto kill and no gathering in a pin).
If automatic golem farms were legal then the only rule they would have to enforce is don't lag the server.