These mob spawners, when destroyed, actually drop a bit of XP as well, but it's best to keep them intact since they'll continue to spawn mobs infinitely, which basically means infinite XP for the player. Some use the light levels as a means to spawn mobs, and others are built around mob spawners. There's a ton of different mob farm designs out there. Their primary purpose isn't to actually generate tons of XP, but they definitely can if built correctly. Anything lower than 20ms will not work due to javascript limitations.Mob farms are distinguished from XP farms by the fact that they're usually meant to help the player get their hands on mob drops like bones from Skeletons, gunpowder from Creepers, and so on. You can utilize batches to prepare a server by using no hack threads during preparation.ĭepending on your computer’s performance as well as a few other factors, the necessary delay between script execution times may range between 20ms and 200ms, you want to fine-tune this value to be as low as possible while also avoiding your scripts finishing out of order. The following is an image demonstrating batches in action:īatches only function predictably when the target server is at minimum security and maximum money, so your script must also handle preparing a server for your batches. It is possible to create batches with 3 scripts (HGW) but the efficiency of grow will be harmed by the security increase caused by the hack scripts. This is the reason for the delay in the scripts. It is also important that these 4 scripts finish in the order specified above, and all of their effects be precalculated to optimize the ratios between them. A weaken script counters the security increase caused by the grow script.A grow script counters the money decrease caused by the hack script.A weaken script counters the security increase of the hack script.A hack script removes a predefined, precalculated amount of money from the target server.
Weaken should occur when security is not at a minimum due to a hack or grow increasing it. Grow should finish when security is minimum, shortly after a hack occurred. Hack should finish when security is minimum and money is maximum. The effects of hack, grow, and weaken, are determined when the time is completed, rather than at the beginning.
You only want these effects to start when the security level is minimized.