Mob Stacking - Historical

Applied By pokeball92870: Nov 22, 2018 at 6:12 PM

Mob Stacking
To prevent lag from excessive amounts of mobs, EcoCityCraft Skyblock uses mob stacking to reduce the presence of mobs while maintaining the original number of mobs before stacking.


Mob Stacking Behavior(top)

Stacking Radius and Limits(top)

Stacking occurs when a group of at least five mobs are within a 10-block radius in each horizontal direction as well as a 5-block radius above and below from a central mob. The server checks for mobs to add to stacks every five seconds.

When two stacks are within the stacking radius of each other, the stack with the higher number of mobs in the stack is prioritized over the stack with the lower number of mobs. The number of mobs in a stack has an upper limit of 500.

Stacking and Mob Traits(top)

Mob stacking considers several unique features of mobs before placing them into mob stacks. Villagers of differing professions/robe colors, sheep that are sheared or not, slimes and magma cubes of different sizes, whether or not the mob is a baby mob, and mob color (llamas, wolves, parrot, and sheep).

Performing several actions to mobs will split them from the stack. These include shearing mooshrooms and sheep, dyeing sheep or llamas, breeding animals, and naming animals with a Name Tag.

Killing Mobs in Mob Stacks(top)

Each time a mob is killed by a player bow/melee attack or sweep attack, 1-5 mobs are killed in the stack. The experience points gained from killing one of the mobs is multiplied by the number of mobs that are ‘killed’ from the stack.

If a mob stack is killed by fall damage, all mobs in the stack are killed. Any other means of mobs being killed (e.g. explosion, lava and fire, etc.) will cause only one mob to be killed. Mobs that only drop items after being killed by a player will retain this behavior if killed by non-player attack means.