In Game Name: mickusWhat part of EcoCityCraft is this suggestion for: VMR ServerShort title for your suggestion: mob capWhat are you suggesting: A sizeable reduction in local mob capsWhy is this a good addition for EcoCityCraft?: Vmr is already a grind without the additional difficulty of not being able to keep up with hostile spawns.Other information: There are far too many hostile mob spawns on vmr. when compared to single player, its about 10 times the amount of spawns and is virtually impossible to keep up with killing them cause spawns replace the deaths making it unplayable. I've never seen a gold farm spawn as many mobsPlugin or custom addition: One suggestion per form: I Understand.
+1 the mob spawn rate was already extremely high before we increased it again recently. While I haven’t seen how bad it is after that increase, I’ve heard multiple people say it’s terrible.
Indeed it has increased far more than vanilla normal mode. I do not know exactly what was done this week to change the mob rate, but it was definitely noticeable. It was challenging before, but now unplayable at night unless you're already at a base or on a boat. Random tidbit: I was poisoned 3 times by pufferfish this week while traveling through in a boat and that has never happened to me before.
I thought getting 360 quick-scoped from half way across the map was solely a Modern Warfare thing; now Minecraft skeletons have this ability too I hopped onto VMR last night and I can usually travel fairly far without needing armor/tools but this time I was struggling to get out of spawn with the amount of mobs. Even midst fight I'd have another 12 mobs blocking my attacks. Feels like the apocalypse is dawning +1
You get two grace shrieks, then it spawns on the third according to the Minecraft Wiki and what I noticed in VMR prior to the mob increase. I have a feeling that this is intended and it spawning on the second shriek was actually spawning on the third & you didn't hear one of the shrieks
According to wiki when they last changed it. "Sculk shriekers now need to be activated four times to summon the warden." For each activation, there's a cooldown for the next one based on the blindness affect. In other words, you will trigger 3 sets of blindness before you spawn the warden which you'll get a fourth blindness upon summoning. They have this set up this way for people with hearing disabilities. This has been unchanged since its release. For me, the warden was summoned on the second blindness. There were no missed triggers as I didn't leave the area.
Note that the Fandom Wiki tends to be outdated/inconsistent and unreliable; this was in fact changed to four before 1.19 was officially released (as Mickus has pointed out). The correct information, from the more technical minecraft.wiki:
We've reverted these back to what they were previously. Will be live after this following maintenance.