Talk:FARM

drafts of FARM
I think we should have a linear “FARM level” as well as secondary criteria of classification. The FARM level might be similar to the Renewability levels, but there should definitely be an “afkable” level. Things that don't matter anymore after the farm is built, like “must be built in the spawn chunks”, should be secondary criteria. —Fenhl 17:30, 11 March 2014 (CET)

0.2 draft
For the next version of FARM (0.2? 1.0?), I propose that FARM 0.1 level C be split into two: one for actions which can be done while AFK but not while doing something else on the computer (the so-called “caps lock farms”), and one which can also be done with Minecraft running in the background (which I have dubbed “away from Minecraft farm”).

I also propose a formal distinction between FARM 0.1 levels D and E: it's level D if the output increases with the idling time even beyond a short amount of time (eg the first in-game hour) after interaction, and E if it only increases with more interaction. —Fenhl 19:07, 3 November 2014 (CET)

+1. We should also split A in "No interaction required and resides fully in spawn chunks" and "No interaction required, chunks need to be loaded manually". There also should be an MLI (mean lag indicator) score with the following values:
 * ---: Server crashes with the farm running
 * --: Server is nearly unusable with the farm running
 * -: It is annoying when the farm is running
 * No indicator: It is noticable when the farm is running but it is not particular annoying
 * +: It is barely noticable that the farm is running
 * ++: No server lag noticable at all.
 * +++: The server runs faster when the farm is running

So an A1+ farm would be an extremely effective farm in spawn chunks that is completely automatic and barely produces any server lag. An A1--- farm would be an extremely effective farm that crashes when turned on. --Farthen (talk) 00:55, 4 December 2014 (CET)