Spawners  (Read 3895 times)

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Hyperspacechewy

Spawners
« on: 2 Mar 2019, 00:13:45 »
I'm sure its been mentioned before, but I really wish that we could mine monster spawners with silk touch. Yes, we can farm them better that way, but it also really benefits the whole community then. That way, were not stuck spending 3 mil+ to get a spawner that is mediocre, because most passive mob drops aren't really amazing. (Squid is an exception, but they take forever.) The monster spawners we can mine would be hostile, since those are the "real" ones. A lot of the spawners aren't amazing as it is, I just feel it'd be nice to be able to move them into one area, creating a better "dark room" in a way. The best mob drop, imo is from skeletons, spiders, and blazes. Tnt isnt enabled, meaning creepers aren't amazing, zombies drop every day farming materials so not amazing, etc. Spiders get string and eyes, which isn't great but still. Skeletons give bones, which are actually good, and blazes give blaze powder. Just my two cents.

CraftMcMatt

Re: Spawners
« Reply #1 on: 5 Mar 2019, 17:10:08 »
I like this idea.

nooncob191

Re: Spawners
« Reply #2 on: 7 Mar 2019, 13:56:49 »
I also like this idea.

Panemophobic

Re: Spawners
« Reply #3 on: 7 Mar 2019, 20:03:47 »
I could see this working, right up until blaze spawners. I don't know about anyone else, but I don't want to play in a noobstown where when I visit someone, blazes fly in the sky and shoot fire at me.

Hyperspacechewy

Re: Spawners
« Reply #4 on: 7 Mar 2019, 22:16:28 »
Lol yeah the blazes might be a bit concerning. Although I do feel that if you could get a silk touch, brave the nether, and mine a spawner in a fortress surrounded by blazes hopefully you wouldnt put it out in the open. Maybe there can be some standards?
1. Mobs can only spawn in the chunk the spawner is placed. (Spawned mobs I mean)
2. Need at least 500 mining and 500 swords to mine a spawner.
3.The spawned mobs give no mcmmo? Idk about this one. I personally would prefer it to but idk

Macadam

Re: Spawners
« Reply #5 on: 7 Mar 2019, 22:24:58 »
maybe 3000 mining

Hyperspacechewy

Re: Spawners
« Reply #6 on: 7 Mar 2019, 22:26:34 »
I was also thinking high numbers, but this shouldn't benefit only people that have played for awhile and only do mining, or one of the activities. I did 500 to make a balance.

Panemophobic

Re: Spawners
« Reply #7 on: 7 Mar 2019, 23:33:26 »
Lol yeah the blazes might be a bit concerning. Although I do feel that if you could get a silk touch, brave the nether, and mine a spawner in a fortress surrounded by blazes hopefully you wouldnt put it out in the open. Maybe there can be some standards?
just need 20 fire res pots and a silk pick and boom you got 20 spawners

2. Need at least 500 mining and 500 swords to mine a spawner.
This *might* be a good way to balance it out but I'd think more then 500

3.The spawned mobs give no mcmmo? Idk about this one. I personally would prefer it to but idk
Pretty sure this is already a thing

Hyperspacechewy

Re: Spawners
« Reply #8 on: 8 Mar 2019, 01:32:39 »
Also thought it was a thing, but that's passive so idk. In total they equal 1000 so I figured itd be good. Maybe750 each?

ItsLawrence

Re: Spawners
« Reply #9 on: 9 Mar 2019, 16:01:32 »
The ability to get hostile mob spawners has been brought up several times in the past.

I'm open to discussing it, but my view was that it might not be a good move because it could become too overpowered. Hostile mobs are supposed to be slightly dangerous to tackle, if you can just farm them by standing around and letting perfectly positioned spawners do the work it might ruin some of that gameplay. You can still use and farm naturally appearing mob spawners, but they require a reasonable amount of effort to set up and aren't normally positioned such that you can get several spawners going perfectly at the same time; something which might be possible if you could position them yourself.

As I'm sure you've seen already there are several players who have made natural mob farms by building dark rooms or spawning towers; is there a reason why you'd prefer a spawner to this method?



I could see this working, right up until blaze spawners. I don't know about anyone else, but I don't want to play in a noobstown where when I visit someone, blazes fly in the sky and shoot fire at me.
I think if it were ever possible that the spawners would have to be limited to be used in worlds where those mobs spawn potentially. This could avoid that possible issue.



1. Mobs can only spawn in the chunk the spawner is placed. (Spawned mobs I mean)
Spawners already limit spawning to a small area around them. See https://minecraftwiki.net/Spawner#Mechanics, but if added then potentially limiting them directly to land owned by the owner of the spawner might be a sensible move.

2. Need at least 500 mining and 500 swords to mine a spawner.
I think if it were possible they would have to be a purchasable item like the animal spawners at the moment rather than from mining or silk touch, etc. however the idea of limiting the purchase based on mcMMO levels does sound interesting.

3.The spawned mobs give no mcmmo? Idk about this one. I personally would prefer it to but idk
Hostile mobs spawned from spawners don't give mcMMO XP at the moment, this is somewhat to encourage naturally fighting them.



I'm open to a discussion about adding them, if there is overwhelming support then it's something I will consider again.
« Last Edit: 9 Mar 2019, 16:03:49 by ItsLawrence »

Hyperspacechewy

Re: Spawners
« Reply #10 on: 9 Mar 2019, 17:49:22 »
Thanks for responding relatively quickly. While I understand that it can become overpowered, I still feel it wouldn't really affect most people. The drops from mobs aren't amazing, most have very basic uses. I like the idea of keeping spawners in the world where they originate. Maybe you can mine them, but they can't leave the chunk, to avoid the mass spawns like you said? Hostile mobs, to me at least, aren't a challenge at all if you know how to fight them. Blazes are difficult without a bow, and shulkers are difficult regardless. The common spawners like zombies etc, isn't to big a deal to fight imo. I currently have a zombie spawner sitting probably around 50 blocks under my main base, and I definitely understand that it's difficult to set those up, as I've spent 3 hours in the past and only made it somewhat reliable. Maybe we could do this just in towns instead? For example, if you have a skeleton spawner, but its in the middle of the "shopping area" then you have to potentially change things around to access that build. If you could move it however, it wouldn't be difficult.

For example, I'm mining out a new tree farm underground, and I run into a spider spawner. I mine up and find I'm in a shop, well then that spider spawner is really out of the way of how to get there easily. If I could mine it however, maybe a message could pop up like

"This is a (spawner name) to mine it, it will cost (number of noobs) Would you like to mine it?" and you click yes or no.
The price can fluctuate based on the mob, and your mcmmo, to encourage higher level people to mine it. At a minimum like 500,000 noobs?