I have figured out where and why Nico is lost. He is lost in the infinite loop of designing the most optimal farm, then someone figures out a new optimisation.
Maybe this is his channel's idea all along. Design a really good farm, make it suboptimal, post the video about it. Make a fake account/collab with someone to call him out for bad farm, prove they can make it better, double dip in video 😂
Additionally, the pigmen can be peer pressured by automatically agroing on an iron golem so the player can afk above the center of the farm. I believe this would minimally affect lag but not rates
but this method will make the pigmen drops golden ingots? Because when aggro towards the player, it drops, but if is aggroed to ice golem itself, it not drop golden ingots, this difference is enought to drop a lot of golds per hour
Man, its gotta be difficult to put out this level of technical content knowing that there's a not insignificant likelihood of something slipping under the radar. Major props for both doing it in the first place AND for posting the improvements as you (we?) discover them. This has become my favorite channel to learn about the game that I have loved for over a decade. I enjoy it thoroughly and will continue to do so even if every video you posted from now to the end of time boiled down to "I had an idea but it didn't work. Here's why."
I really love your channel and how technical it is. Its like when your teacher shows you that really cool thing in chemistry so you actually listen. But instead it is computer science in a kids game. I love it.
At 3:05, i think there is a small error in the math, given than tere is a way higher chance that a piglin spawns on a magma block than in a portal given there diffrent y levels. In the portals, there are 2 blocks at y level 6 and on at y level 5, so the spawn success chances are 2/3(6+1) + 1/3(5+1) = 6.666... On magma, there are 2 blocks at y level 1 and on at y level 4, so the spawn success chances are 2/3(1+1) + 1/3(4+1) = 3 This means the actual average lifetime is 2 * 3 / (6.666+3) + 40 * 6.666 / (6.666+3) = 28.2 gt. You could also take into account the fact that, given piglins stay longer on magma, they block spawning spaces, but i am to lazy to include that in my calculations. I had to rematch your explanation on mob spawning to do this, thanks a lot for this amazing content.
Since there is pack spawning the probability of spawning in the portal and magma is about the same, maybe higher for the magma but I guess not so much higher in the end as pigmen will often spawn in portals even when the pack spawn attempt starts at magma.
For the probability calculations, I feel like there's a minor mistake, since a pigman not alarming on tick n would increase the chance of the pigman alarming on tick n+1. Since the two chances are not independent. as a pigman alarming on tick n means it never alarms on tick n+1
Actually true. I gues statistics isn't something he's good at. Even though the pigmen not alarming on tick n increases the chance for more ticks than just tick n+1 🤓 still the hole mistake doesn't change that much
Yes. We don't even need to consider every tick individually. Every pigman has a 0.2 chance to sound an alarm in a 20 tick range, so the chance to not get an alarm is 0.8^n for n pigmen (instead of 0.818^n with the tick by tick formula). This increases the expected spawn rate and makes the prediction deviate more from the experimental results, but it's possible there is some other effect we haven't considered yet. Maybe their line of sight isn't there 100% or something like that.
The mistake is on your part actually. We are not considering the chances of one pig alerting at any individual tick. We are considering the chances of a set of pig alerting at any random tick. Consider 2 pigs, one whose timer is at 80 ticks and the other 100. That pig 1 alerts at tick 81 has no impact on wether pig 2 alerts at tick 101. So in a large set, the events are truly independent. The formula is not true for 1 pig obviously, but the more pigs you have the more true it is, which is why it gives such a good approximation that fits with the experimental results. This is why you see more deviation from the experimental results when you modify the formula. You are applying a more individually accurate formula (even though it’s not because it will likely never fire within your 20 tick range because of the 80 tick delay before any alert can be done by the pig). If you want to do that, you can’t assume a 100 mean tick fire rate and normal distribution of the results since it will never go below or above 80-120.
@@nicolopez2181 You missed the point of the comment. The different pigs are uncorrelated, but the different ticks are not. Imagine the pigs would alert every 20 ticks and let's use a single pig. Your calculation would predict a (19/20)^20 chance that the pig doesn't alert in 20 ticks while the true chance is obviously 0.
@@whocares2277 Looks like you are the one missing the point. The model specifically does not work for individual pig because it was not developed using individual pigs as the basis. The very model of 100 ticks as the mean for 1 alerts is incorrect in the case of a single pig, even two pig, because that single pig will never alert after 1 tick, but only after 80 and will have a guaranteed alert on the 120th. The 100-tick means only become true enough when there are enough pigs alerting. So your statement "Every pigman has a 0.2 chance to sound an alarm in a 20 tick range" is categorically false. The correct statement would be : "For a large enough set of pigs, the expected number of pigs alerting within a 20 tick interval is 20% of the population". So for 5 pigs, you expect 1 alert each set of 20 ticks. For 1 pig, the model is unapplicable but can approximate. When your model deviates from the experimental results, you don't reconsider the experiment, you reconsider the model, and this one fits just fine while yours deviates.
Love watching these videos. I'll never need this scale of farm, but it's always an intriguing thought of "what could I make this game do?" And I love seeing these answers.
At first in problem 7:41 - there is a dependence of probability on time. In your formulation, you are solving the wrong problem that you want, you do not take into account that these 20 ticks go in a row, you lose a lot of accuracy (perhaps too much due to the increase in variance with an increase in the number of ticks) on the fact that you simplify the uniform distribution to a probability of 1/100. The problem is complicated, I don't see how to solve it without using convolutions of distribution functions sequentially. We will get an exact distribution function of the sum of n random variables taking values between 80 and 120 evenly and then knowing this it is already easy to calculate. The easiest way to solve this approximately is to code a simulation.
Law of total probability dictates the averaged probability works out without needing to encode a variable for each tick. i.e. each tick with more information is discounted when finding the cumulative probability. tl;dr: This is not necessary.
You want to know what i love more than this video? Spending 14 minutes and 32 seconds of my life on something i didnt understand but would watch something like it again
An amazing follow up, i really appreciate the knowledge you're laying out for easy consumption. It makes my own research so much easier, just brings it down to "but if i do it THIS way will it work 🤔"
First off, I don't know how I've never seen your content before. This might be THE best presented technical video I've ever watched. Your brain is too big my friend, clearly exceptionally talented
Breads gold farm is less space eficient cuz it uses a mecanic by punchster called corner portal its basicly used so, that the pigman all come out in the same spot of the portal and come out of the portal in lazy chunk when exeting the portal. There are sea lanters used to block spawns through the lightlevel in the spot of the portal, that the piglins arent supposed to spawn in. So its only 1 spawning space every 6 blocks but piglin have 2gt livetime and can be lazy looted.
yeah, this is actually an interesting distinction between the two farms. breads is designed to be scaled to absurd sizes, so ziglins have a low lifetime, fewer spawn spaces and consistent positioning with every portal. this design here is designed to be optimal in a 2x2 chunk space, so we can allow for more lifetime and instead focus on increasing spawn chance.
i dont know how to model it off the top of my head, but you could likely have a higher chance with less pigmen because if a pigman doesnt sound the alarm on tick 1, theres a higher chance to get an alarm on tick 2 because each pigman must sound their alarm at least once in the 80-120 ticks. i think.... maybe...
@@gunnaliteswafford3842 it's a way of making a killing chamber designed by Emdy. Basically you arrange some boats at the portal, once the mobs go through they immediately go into a boat removing themselves from the mob cap. That allows to use looting without affecting the rates of the farm.
You should use the _harmonic_ average for time to kill - the rates when half the spawns last 2 ticks and half last 20 ticks are approximately equal to all lasting 3.6 ticks, not 11 (assuming you are not spawn space limited)
I come from a world where I play on Bedrock. But I play on an economy java server. This means.. I can play but everything that's cool to the server is invisible to me. So I'm left with Vanilla and economy. Learning to build high efficiency farms "vanilla" is incredible. Infact playing vanilla without the server perks is kinda my thing.
I was a little confused that you were going for 'no missed alarms in 20 ticks' because I thought your explanation meant that they didn't start listening for alarms until 20 ticks after spawn. That sounds like they will get alarmed in those 20 ticks after spawn but still won't move until 20 ticks which makes sense.
This is fucking crazy... but you are free I mean it this is wild, definitely enjoyed even though I've never made a pigman farm. I'm looking forward to more awesome videos!
Just wanted to say, great video! Any idea if this is working with 1.21, I know they changed some stuff with Portals and Spawning behaviors. Thank you, seriously this is so cool! (Also please don't be too hard on yourself, no one can be perfect :) )
In addition to what the others said, I think the biggest factor is that mob spawning is not that linear its quite dynamic. So like clearing the mob cap faster will be linear if a mob spawns every single time a new one is cleared. Here we have very high spawning rates but not that high! It would require full world bottom with many more spawning spaces.
I find it interesting but i kinda am disapointed that you did not include any lama aggro mechanics, i think talking about gold farm, there is a way to make zomby pigmen run rly fast towards one point, double the speed of with turtle eggs, all that while the lama can be rly close to the spawning platforms. Out of that, i think ur the most detailed at doing Minecraft algorithmes explanations, i need to tell u that for almost every gold farms ive made, i think about this vid haha.
The math at 8:40 isn't quite right, you're calculating based on each sequential tick having the same random chance but that's not the case. For example if you have 1 Piglin and the previous 119 ticks were fails then you don't still have ~ 1 in 100, the chance that the 120th consecutive tick will 100% have aggro.
I'm tired and have a bad memory so might get this next part wrong. Instead of (1-(1/100))^xn where x = the number of consecutive ticks I believe you do (1-(x/100))^n since if you're looking at the likelihood of an event occuring over an interval of 20 out of 100 is just 20%. I know this isn't quite comprehensive but it would be more accurate I believe.
I said it before and Ill say it again, this style of video is far more entertaining as well for those of us who want to know the little details, to make stuff of our own instead of following some block-by-block tutorial that may or may not even work for your specific application!
Hey Nico, I was wondering if you could design a non stackable item sorter with the new Auto crafter for things like crossbows armor and weapons with durability. I thought of this because theses items can be combined in a crafting table to add the durability together
Im not much of a technical minecraft player, but I was wondering if putting the angry pigling in boats would make a differnece? Are they not out of the mob cap in that case? Again, I am NOT a technical player, so I am just curious:)
7:53 Shouldn't this be a harmonic mean? I don't have a super good explanation why my gut says so, but for a small example, consider what happens if the spawning period is a 50/50 between either 1 tick or 1000000 ticks. If we ignore all the pigmen with the ridiculously high spawning period, then with n pigman, the average rate of spawning is n/2 spawns per tick. This should mean the average spawns per tick for a single pigman is 1/2, or the average alarm period is about 2, not the 500000 that the arithmetic mean gives us. In practice the harmonic mean of the integers between 80 and 120 is close to 96, which isn't that far off from 100. So this shouldn't affect the numbers too much, just a nitpick about probability.
@@NicoisLOST Oh nvm, for some reason I was under the impression that pigmen randomly pick their alarm period, then stick with alarming at that regular rate. But they pick new alarm delays each time they get angry, which should mean regular arithmetic mean is correct. Probability is such a pain ;-;
just my thinking, but the 20 ticks delay after spawning are the ai of the pigman, cus they need a sec or so to calculate "random" movement, as such, 20 ticks is the calculations of its enviorment. no proof of it, just a thougth ;D
To expand on that, I think that since the location or Entity is already determined, they can immediately calculate a path rather than searching the radius for a Block or Entity, checking to see if it has the tag, and so on.
hello I truly enjoyed watching the video but didn't understand halve of it ,but truly I got interested in your logic and math formula so I was wondering what you used to study or studying now
was great fun to work on this with you nico, thanks for the shoutout!
also a really unique name
Roses are red, violets are blue, will you be my waifu?
@@paradoxx_4221 oh no
@Vail.. it would work on bedrock but itd be extremely slow
@Vail.. I don't think you can run a world eater in bedrock because you don't have tnt duping
I'm not a bedrock player though so I may be wrong
I have figured out where and why Nico is lost. He is lost in the infinite loop of designing the most optimal farm, then someone figures out a new optimisation.
Maybe this is his channel's idea all along. Design a really good farm, make it suboptimal, post the video about it. Make a fake account/collab with someone to call him out for bad farm, prove they can make it better, double dip in video 😂
@@astupidlylongnamethatstoolong lmao
@@astupidlylongnamethatstoolong
I wouldn't mind if he was.
Get that bread
its like calculating pi and stopping after 1 million digits and then someone adds another digit
Additionally, the pigmen can be peer pressured by automatically agroing on an iron golem so the player can afk above the center of the farm. I believe this would minimally affect lag but not rates
i used a skeleton to shoot one of the pigmen in my original testing
Don't forget zoglins, they won't one shot the zombie pigmen.
Nice idea. But you don't have to sit far up or down. As the nether is spawn proofed then you can sit wherever you want
but this method will make the pigmen drops golden ingots? Because when aggro towards the player, it drops, but if is aggroed to ice golem itself, it not drop golden ingots, this difference is enought to drop a lot of golds per hour
@@viniciusschadeck4992this setup requires 2 players anyway, so the way they agro doesn’t matter
Man, its gotta be difficult to put out this level of technical content knowing that there's a not insignificant likelihood of something slipping under the radar. Major props for both doing it in the first place AND for posting the improvements as you (we?) discover them. This has become my favorite channel to learn about the game that I have loved for over a decade. I enjoy it thoroughly and will continue to do so even if every video you posted from now to the end of time boiled down to "I had an idea but it didn't work. Here's why."
that world border farm is pretty cool
No. You are! ;-)
Seems a bit more cumbersome to build in survival thought, tbh 😛
@@NicoisLOSTwo
@@NicoisLOSTyou sound like 7grandadpgn with a slightly deeper voice
Aurigas got 5 million nugget gold drop per hour in his farm. Also this farm you are designing, you are incredible.
I really love your channel and how technical it is. Its like when your teacher shows you that really cool thing in chemistry so you actually listen. But instead it is computer science in a kids game. I love it.
tbh, kid friendly ≠ kids game
@@chickenbobbobbakids game, we’re just playing the adult part of it
At 3:05, i think there is a small error in the math, given than tere is a way higher chance that a piglin spawns on a magma block than in a portal given there diffrent y levels.
In the portals, there are 2 blocks at y level 6 and on at y level 5, so the spawn success chances are 2/3(6+1) + 1/3(5+1) = 6.666...
On magma, there are 2 blocks at y level 1 and on at y level 4, so the spawn success chances are 2/3(1+1) + 1/3(4+1) = 3
This means the actual average lifetime is 2 * 3 / (6.666+3) + 40 * 6.666 / (6.666+3) = 28.2 gt.
You could also take into account the fact that, given piglins stay longer on magma, they block spawning spaces, but i am to lazy to include that in my calculations. I had to rematch your explanation on mob spawning to do this, thanks a lot for this amazing content.
Since there is pack spawning the probability of spawning in the portal and magma is about the same, maybe higher for the magma but I guess not so much higher in the end as pigmen will often spawn in portals even when the pack spawn attempt starts at magma.
@@NicoisLOST im so confused rn, but i think im learning?
@@NicoisLOSTi would spend money on you of you’d be autistic and be as precise as this person, it would make me love you
For the probability calculations, I feel like there's a minor mistake, since a pigman not alarming on tick n would increase the chance of the pigman alarming on tick n+1. Since the two chances are not independent. as a pigman alarming on tick n means it never alarms on tick n+1
Actually true. I gues statistics isn't something he's good at. Even though the pigmen not alarming on tick n increases the chance for more ticks than just tick n+1 🤓 still the hole mistake doesn't change that much
Yes. We don't even need to consider every tick individually. Every pigman has a 0.2 chance to sound an alarm in a 20 tick range, so the chance to not get an alarm is 0.8^n for n pigmen (instead of 0.818^n with the tick by tick formula). This increases the expected spawn rate and makes the prediction deviate more from the experimental results, but it's possible there is some other effect we haven't considered yet. Maybe their line of sight isn't there 100% or something like that.
The mistake is on your part actually. We are not considering the chances of one pig alerting at any individual tick. We are considering the chances of a set of pig alerting at any random tick.
Consider 2 pigs, one whose timer is at 80 ticks and the other 100. That pig 1 alerts at tick 81 has no impact on wether pig 2 alerts at tick 101.
So in a large set, the events are truly independent. The formula is not true for 1 pig obviously, but the more pigs you have the more true it is, which is why it gives such a good approximation that fits with the experimental results.
This is why you see more deviation from the experimental results when you modify the formula. You are applying a more individually accurate formula (even though it’s not because it will likely never fire within your 20 tick range because of the 80 tick delay before any alert can be done by the pig).
If you want to do that, you can’t assume a 100 mean tick fire rate and normal distribution of the results since it will never go below or above 80-120.
@@nicolopez2181 You missed the point of the comment. The different pigs are uncorrelated, but the different ticks are not. Imagine the pigs would alert every 20 ticks and let's use a single pig. Your calculation would predict a (19/20)^20 chance that the pig doesn't alert in 20 ticks while the true chance is obviously 0.
@@whocares2277 Looks like you are the one missing the point. The model specifically does not work for individual pig because it was not developed using individual pigs as the basis. The very model of 100 ticks as the mean for 1 alerts is incorrect in the case of a single pig, even two pig, because that single pig will never alert after 1 tick, but only after 80 and will have a guaranteed alert on the 120th. The 100-tick means only become true enough when there are enough pigs alerting.
So your statement "Every pigman has a 0.2 chance to sound an alarm in a 20 tick range" is categorically false. The correct statement would be : "For a large enough set of pigs, the expected number of pigs alerting within a 20 tick interval is 20% of the population". So for 5 pigs, you expect 1 alert each set of 20 ticks. For 1 pig, the model is unapplicable but can approximate.
When your model deviates from the experimental results, you don't reconsider the experiment, you reconsider the model, and this one fits just fine while yours deviates.
Love watching these videos. I'll never need this scale of farm, but it's always an intriguing thought of "what could I make this game do?" And I love seeing these answers.
Minecraft players really out here calculating the formula to the expansion of the universe to improve their farm by 0.000001%
It was 44%, that's massive.
Yoo, i miss ur content in my feed! If you are taking a break its good, not every youtuber does that so i hope u take good care of yourself
This is like a sequel to the iron farm. Next i expect a diamond farm correction and then a netherite farm correction.
At first in problem 7:41 - there is a dependence of probability on time. In your formulation, you are solving the wrong problem that you want, you do not take into account that these 20 ticks go in a row, you lose a lot of accuracy (perhaps too much due to the increase in variance with an increase in the number of ticks) on the fact that you simplify the uniform distribution to a probability of 1/100. The problem is complicated, I don't see how to solve it without using convolutions of distribution functions sequentially. We will get an exact distribution function of the sum of n random variables taking values between 80 and 120 evenly and then knowing this it is already easy to calculate. The easiest way to solve this approximately is to code a simulation.
I agree (I have no clue what most of that means lol)
Law of total probability dictates the averaged probability works out without needing to encode a variable for each tick. i.e. each tick with more information is discounted when finding the cumulative probability.
tl;dr: This is not necessary.
You're completely ignoring the central limit theorem
9:00 I wrote an answer to the math stackexchange post, if youre still interested. The formula should be (1-20/100)^n
1:09 "If you haven't seen my Gold Farm video..."
Well, I was GONNA...
You want to know what i love more than this video? Spending 14 minutes and 32 seconds of my life on something i didnt understand but would watch something like it again
We recently built the full world border farm pigmen farm survival on Chronos
If Nico is lost then I'm stranded in another dimension...
An amazing follow up, i really appreciate the knowledge you're laying out for easy consumption. It makes my own research so much easier, just brings it down to "but if i do it THIS way will it work 🤔"
make a raid farm or copper farm video next :) edit: what about a slime farm using the new ooze potion effects
Check his channel, he already made videos on raid farms.
aren't those just pillager exp farms?@@Ginonth
@@ClimbingTeen Oh yeah you are right, I mistook them, my bad!
i actually have the fastest drowned based copper farm but i need to make a video on it...
First off, I don't know how I've never seen your content before. This might be THE best presented technical video I've ever watched. Your brain is too big my friend, clearly exceptionally talented
The visuals remind me of 3Blue1Brown, very aesthetically pleasing!
7:50 i feel like instead of (1-1/100)^20 it should have been 1-20/100, because the 20 ticks are not independent from each other or something
he argued that on this scale the distribution is practically uniform and therefore independent no?
Alarm going off next tick is 1/100 chance. So alarm going off in next 20 tick is mathematically 20/100 so I think your right
Following your calculations, What would be the probability of the pigmen not being alarmed at 100+ ticks tho? Negative?
@@一個平民 Maybe you can’t consider when ticks are over 80ticks as stated in video?
9:47 after spending thousands of hours building that farm 10 piglins doesn't seem such a big deal
Breads gold farm is less space eficient cuz it uses a mecanic by punchster called corner portal its basicly used so, that the pigman all come out in the same spot of the portal and come out of the portal in lazy chunk when exeting the portal.
There are sea lanters used to block spawns through the lightlevel in the spot of the portal, that the piglins arent supposed to spawn in.
So its only 1 spawning space every 6 blocks but piglin have 2gt livetime and can be lazy looted.
yeah, this is actually an interesting distinction between the two farms. breads is designed to be scaled to absurd sizes, so ziglins have a low lifetime, fewer spawn spaces and consistent positioning with every portal. this design here is designed to be optimal in a 2x2 chunk space, so we can allow for more lifetime and instead focus on increasing spawn chance.
This dude still alive? I miss your vid’s man
(-:
@@NicoisLOSTwhen is the next video?
Creative content really is a talent. He transformed something so obvious in a really captivating and detailed video.
I would imagine the 20 tick delay is to prevent Mass lag when they are spawning mobs...
i dont know how to model it off the top of my head, but you could likely have a higher chance with less pigmen because if a pigman doesnt sound the alarm on tick 1, theres a higher chance to get an alarm on tick 2 because each pigman must sound their alarm at least once in the 80-120 ticks. i think.... maybe...
i am building ur iron farm on my new server and this is next on my list and now I am happy I will get more gold
can we get a tutorial on the peer pressure farm?
I have a question, what could be the best design for a storage system in the nether? Specific all for wither farms and gold farms.
People like me will use portal spawning and 300 random tick speed. I am too lazy to build this high efficiency farm but it was fun to watch. ❤
I'm loving this videos. I get lost in all the maths but they are great.
Now add boat looting and it will be max rates 🔥🔥
its too fast for boat looting, but normal looting chambers will still work
What is boat looting?
@@gunnaliteswafford3842 it's a way of making a killing chamber designed by Emdy.
Basically you arrange some boats at the portal, once the mobs go through they immediately go into a boat removing themselves from the mob cap.
That allows to use looting without affecting the rates of the farm.
@@gunnaliteswafford3842 its a type of looting system that relies on putting the mobs in boats which keeps them still and out of the mobcap
You should use the _harmonic_ average for time to kill - the rates when half the spawns last 2 ticks and half last 20 ticks are approximately equal to all lasting 3.6 ticks, not 11 (assuming you are not spawn space limited)
I come from a world where I play on Bedrock. But I play on an economy java server.
This means.. I can play but everything that's cool to the server is invisible to me. So I'm left with Vanilla and economy.
Learning to build high efficiency farms "vanilla" is incredible. Infact playing vanilla without the server perks is kinda my thing.
I was a little confused that you were going for 'no missed alarms in 20 ticks' because I thought your explanation meant that they didn't start listening for alarms until 20 ticks after spawn. That sounds like they will get alarmed in those 20 ticks after spawn but still won't move until 20 ticks which makes sense.
I dont even play minecraft but as a programmer I find these videos highly entertaining. Inertia is an interesting concept in code.
after watching this i built a eol farm
what is the song the video starts with
You make the Best demonstrated engineering videos on UA-cam. Period.
Nico are you still lost?
😭😭😭😭
Legend has it nico is zoro
@@Teja-ram really?
This is fucking crazy... but you are free
I mean it this is wild, definitely enjoyed even though I've never made a pigman farm. I'm looking forward to more awesome videos!
Just wanted to say, great video!
Any idea if this is working with 1.21, I know they changed some stuff with Portals and Spawning behaviors.
Thank you, seriously this is so cool!
(Also please don't be too hard on yourself, no one can be perfect :) )
can you show farm
How do U do those math transitions is there like a special software?
my builder brain is not understanding a single thing, but this is truly fascinating
Is there a tutorial for this farm anywhere?
I miss you, all the technical minecraft i follow stopped uploading 😢
Working on a video now ;-).
When using agro does looting work?
Could you do a video on Drowned? It'd be interesting to see your approach on Drowned farming.
why does halving the time for a pigman to enter a portal only do a 50% increase (or in practice a 44% increase)? Why not a 100% increase?
Because the ones that spawn in portals take 2 game ticks. So you're only "fixing" half of it by half of it. That's at least my understanding / guess.
a slightly oversimplified explaination is not every pigman spawns on the magma, so the change only really affects half the farm
In addition to what the others said, I think the biggest factor is that mob spawning is not that linear its quite dynamic. So like clearing the mob cap faster will be linear if a mob spawns every single time a new one is cleared. Here we have very high spawning rates but not that high! It would require full world bottom with many more spawning spaces.
general question can you explain how a Shulker farm works
I find it interesting but i kinda am disapointed that you did not include any lama aggro mechanics, i think talking about gold farm, there is a way to make zomby pigmen run rly fast towards one point, double the speed of with turtle eggs, all that while the lama can be rly close to the spawning platforms. Out of that, i think ur the most detailed at doing Minecraft algorithmes explanations, i need to tell u that for almost every gold farms ive made, i think about this vid haha.
Did something change from 1.19.4 to 1.20 or is it normal that the farm runs at 72.5k ingots per hour only?
I love farms that are per volume rather than going all out
The math at 8:40 isn't quite right, you're calculating based on each sequential tick having the same random chance but that's not the case. For example if you have 1 Piglin and the previous 119 ticks were fails then you don't still have ~ 1 in 100, the chance that the 120th consecutive tick will 100% have aggro.
I'm tired and have a bad memory so might get this next part wrong. Instead of (1-(1/100))^xn where x = the number of consecutive ticks I believe you do (1-(x/100))^n since if you're looking at the likelihood of an event occuring over an interval of 20 out of 100 is just 20%. I know this isn't quite comprehensive but it would be more accurate I believe.
what is your theme song music
Can you make a tutorial on how to use /spawn?
Isn't there a spawn cap, of like 70 mobs in single player? Did that change?
If you give them armour I think they are excluded
I said it before and Ill say it again, this style of video is far more entertaining as well for those of us who want to know the little details, to make stuff of our own instead of following some block-by-block tutorial that may or may not even work for your specific application!
can you make a tutorial to make the farm
You could use pistons to push them into portals even faster
Hey Nico, I was wondering if you could design a non stackable item sorter with the new Auto crafter for things like crossbows armor and weapons with durability. I thought of this because theses items can be combined in a crafting table to add the durability together
Can mobs still spawn in portals?
If you use light suppression to prevent the portals from emitting light, then yes
Im not much of a technical minecraft player, but I was wondering if putting the angry pigling in boats would make a differnece? Are they not out of the mob cap in that case? Again, I am NOT a technical player, so I am just curious:)
theyre renamed which is functionally identical to putting them in a boat. good observation though
@@chickenbobbobba I see, didnt know naming them changed anything, thanks!
how do get access to the root code?
Why does this farm need to be built near the bedrock floor, wouldent building this as high up as possible on top of the roof also work similarly?
He higher you go, the less mobs spawn.
Why aren't you using End Crystals to spawnproof?
If you used a chunk loader would it 1.make it automatic 2. Produce more lag or 3. Be a waste of resources
When I say automatic I mean that it doesn’t require two people to afk in order for the mobs to load in and out of the portal.
when u uploading cuz
Haven't watched but I assume it takes 20 game tick to decide what to do and 20 more gametick to pathfind
can someone tell me why this discord link isnt working??? its a permanent link and i cant join
We need an AFK Raid Farm in 1.21
You should make a wither skeleton farm
2:31 why is everyone Swedish?
66k-100k blocks of gold is closer to 52% more then 44%
Incredibile upgrade +44%. Now can you make a video for wither skeletons and blazes, because in my opinion are very useful
Can you not lower lag by putting all the agro pigmen into boats and this also saves time on name tags?
Yes for sure. I was just lazy :-P
yes you very smart for finding out that cuting a portel is not intendet like there is a reson i is so hart to do (good video)
Theoretically u can also use tnt looting
hey, can you do a video about optimzing stacking raid farms
7:53 Shouldn't this be a harmonic mean? I don't have a super good explanation why my gut says so, but for a small example, consider what happens if the spawning period is a 50/50 between either 1 tick or 1000000 ticks. If we ignore all the pigmen with the ridiculously high spawning period, then with n pigman, the average rate of spawning is n/2 spawns per tick. This should mean the average spawns per tick for a single pigman is 1/2, or the average alarm period is about 2, not the 500000 that the arithmetic mean gives us.
In practice the harmonic mean of the integers between 80 and 120 is close to 96, which isn't that far off from 100. So this shouldn't affect the numbers too much, just a nitpick about probability.
I'd like to hear more if you would like to join the discord. I'm not sure :-]
@@NicoisLOST Oh nvm, for some reason I was under the impression that pigmen randomly pick their alarm period, then stick with alarming at that regular rate. But they pick new alarm delays each time they get angry, which should mean regular arithmetic mean is correct.
Probability is such a pain ;-;
2:38 😂😂😂
God i love technical minecraft
why did i know that 2:31 was gonna be the most replayed
Vim aqui pelo Júlio Balestrin e Renato Cariani
Ray's work's looting kill chamber doesn't need tnt. Just rocket or gast and still no body incorporates that technique.
the looting we tested with used sword looting and was fully reliable. rockets and ghasts are impractical and expensive
@@chickenbobbobba o now I see🤔 thanks
Neato my dude, love it. Math heavy videos are sick.
Didn’t we all ask in math class why do I need this but then there’s this dude like bruh😂
I cannot unhear pikmen
I love these videos as to other people it looks like im studying
watching this fried my brain to the molecular level
Is this like the equivalent of the rush e guy actually being better at rush e
just my thinking, but the 20 ticks delay after spawning are the ai of the pigman, cus they need a sec or so to calculate "random" movement, as such, 20 ticks is the calculations of its enviorment. no proof of it, just a thougth ;D
To expand on that, I think that since the location or Entity is already determined, they can immediately calculate a path rather than searching the radius for a Block or Entity, checking to see if it has the tag, and so on.
Should i get java after playing bedrock for 6 years?
uhhhh is that a real question? Bedrock edition is borderline unplayable
hello I truly enjoyed watching the video but didn't understand halve of it ,but truly I got interested in your logic and math formula so I was wondering what you used to study or studying now
Everybody rewinding at 2:31 because boobs 😂
Nobody needs these types of farms really :P
bro is playing mathcraft
Hey there! What software do you use for the graph animations? (Like at 07:00) They look sick!
I developed my own fork of Manim. But base manim is a good starting place ;-).