Spawners galore!  (Read 4808 times)

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Foob

Spawners galore!
« on: 1 Jan 2015, 22:44:08 »

Hey Noobs,

We're pleased to announce that as of today spawners are back in Noobstown! - We know this has been requested numerous times since the launch of V6 and we're happy to finally bring them back.

How to purchase a spawner?
  • You can purchase a select number of spawners for in-game Nbz by typing /spawners
  • Alternatively you can visit the donation page and donate for spawners + exclusive donation only spawners

Animal cannot be changed after placement. Item cannot be picked up after placement.

Spawners are highly valued items. We hope players on the server will enjoy working towards the goal of obtaining one, for their town or personal chunks.
« Last Edit: 1 Jan 2015, 23:18:53 by ItsLawrence »

sir_Andrew99876

Re: Spawners galore!
« Reply #1 on: 2 Jan 2015, 00:04:49 »
That is exquisite news, is there a way to make a numerous amount of peaceful mob spawners be activated? Also would the ratios of animals being spawned be the same or a lower/combined ratio if the spawner were by itself and activation ?

With spawners will the goods produced by the normal breeding of animals be effected in ways ?

How does adding spawners effect the gameplay that was functions before the adding of spawners for V6 ?

Are there any/what are the differences between the spawners obtainable useing /spawners and the ones on the donation page ? Also what are the different uniqu perposes of the spawners purchasable in game and from donating ?
« Last Edit: 3 Jan 2015, 02:21:53 by sir_Andrew99876 »

gamergirlxo

Re: Spawners galore!
« Reply #2 on: 2 Jan 2015, 00:35:57 »
very cool! thanks foob!

DrewG2001

Re: Spawners galore!
« Reply #3 on: 2 Jan 2015, 03:25:21 »
Yus!

HarryX11

Re: Spawners galore!
« Reply #4 on: 2 Jan 2015, 05:03:44 »
I remember when we had spawners in V5, glad to see they'll be back again in V6.

Nariaki

Re: Spawners galore!
« Reply #5 on: 2 Jan 2015, 10:54:45 »
Great! Are there sheep spawners?

gamergirlxo

Re: Spawners galore!
« Reply #6 on: 2 Jan 2015, 10:57:58 »
there are 4 major spawners : cow, pig, sheep and chicken.

pidgeot72

Re: Spawners galore!
« Reply #7 on: 2 Jan 2015, 10:58:51 »
brings me back to v5 xD

leigh5556

Re: Spawners galore!
« Reply #8 on: 2 Jan 2015, 11:51:40 »
The server is finally starting to feel again like home #V5Forever

Nariaki

Re: Spawners galore!
« Reply #9 on: 2 Jan 2015, 12:08:02 »
Yes, I can finally expand my wool business :D Although I wonder: Why 3 million for a spawner?
« Last Edit: 2 Jan 2015, 12:37:35 by adam5979 »

gamergirlxo

Re: Spawners galore!
« Reply #10 on: 2 Jan 2015, 13:00:37 »
seems like a perfect price for me. Spawners should be accessible to those who work hard for their money and it should be a privilege to obtain one. Just my opinion though.

Foob

Re: Spawners galore!
« Reply #11 on: 2 Jan 2015, 14:03:54 »
Yes, I can finally expand my wool business :D Although I wonder: Why 3 million for a spawner?

Spawners allow a constant supply of mobs in the location  it is placed, allowing you to always have mobs in that area. 3 million for a personal spawner is fair and 3 million for a town is nothing, if your residents band together and purchase one for the town its a very small price to pay.

Foob

Re: Spawners galore!
« Reply #12 on: 2 Jan 2015, 14:09:21 »
That is excised news, is there a way to make a numerous amount of peaceful mob spawners be activated? Also would the ratios of animals being spawned be the same or a lower/combined ratio if the spawner were by itself and activation ?

With spawners will the goods produced by the normal breeding of animals be effected in ways ?

How does adding spawners effect the gameplay that was functions before the adding of spawners for V6 ?

Are there any/what are the differences between the spawners obtainable useing /spawners and the ones on the donation page ? Also what are the different uniqu perposes of the spawners purchasable in game and from donating ?

1. Normal spawning which occurred before the release of spawners will not be effected. I would recommend you place them apart so you avoid the chunk limitation on the amount of animals.

2. Not necessarily. If you are efficient at breeding you can match that of a spawner and natural spawns combined with this allow you farm just as fast. There may be an increase in quantity of these resources, so the price may fall slightly depends on demand.

3.  It does not effect them in anyway.

4. The /spawners only offers a limited number of spawners and the donation page offers a wider range including wolves, ocelots, squids, mooshrooms etc. the difference between the spawners on the donation store that are also in the shop is.. well, nothing. Players who decide to support the server will instead use the donation methods and those who cannot support the server will use the /spawners shop function.

Nariaki

Re: Spawners galore!
« Reply #13 on: 2 Jan 2015, 14:13:24 »
Spawners allow a constant supply of mobs in the location  it is placed, allowing you to always have mobs in that area. 3 million for a personal spawner is fair and 3 million for a town is nothing, if your residents band together and purchase one for the town its a very small price to pay.

So spawners are only allowed in Towny, because you said "town"?

Citebafla

Re: Spawners galore!
« Reply #14 on: 2 Jan 2015, 14:27:22 »
So spawners are only allowed in Towny, because you said "town"?

No, personal spawners in wild are very much so possible. He just said that, for a town, 3 million is absolutely nothing. A bunch of active players can easily get that together in a week or so.

sir_Andrew99876

Re: Spawners galore!
« Reply #15 on: 3 Jan 2015, 02:26:56 »
Oh okay, thank you very much for answering my numerous questions I had. I think I had such questions because I wasn't able to discover Noobstown until after V6 had started. I think I may in the future decide to donate to obtain certain spawners, Thanks again Fatnoob.

gamergirlxo

Re: Spawners galore!
« Reply #16 on: 3 Jan 2015, 05:27:34 »
No, personal spawners in wild are very much so possible. He just said that, for a town, 3 million is absolutely nothing. A bunch of active players can easily get that together in a week or so.

You can place a spawner anywhere. He just used that as an example as I assume many towns will start working on getting enough money to have town farms.

EttaDreamfeather

Re: Spawners galore!
« Reply #17 on: 3 Jan 2015, 07:25:41 »
Okay, I have a few of my own questions for this since it can be rather important while planning [since you can't move spawners it's very, very, very important to have all the planning for where they go done beforehand.]

1. Spawners will only spawn up until there's 15 mobs in a chunk, as there's a 15 mob per chunk limit [so I believe], yes? So as soon as you kill off the mobs within the chunk they should start spawning again?

2. If you have a spawner in one chunk and a second spawner in another chunk directly beside it will they interfere with each other? As in, if they spawn 15 in one chunk would it cause it not to spawn in the other chunk? Or anything like that at all?

3. How quickly do these spawners spawn on the server? I remember in V5 it could take a ridiculous amount of time for something to spawn. We had one spawner per chunk in a 2x4 grid and it could take minutes on end for one of the spawners to spit out a mob. It made it pathetically slow to get anything useful out of the mobs there, especially important leather.

4. If two spawners are in the same chunk would they both spawn until the 15 mob limit is reached or will only one work?

5. Do spawners need to be at a certain Y value, or have dirt/grass around them in order to work? I also presume they need to be lit up unlike with hostile mob spawners?

P.S. .....Why bat spawners? They don't really do anything, they don't even drop xp. So I'm kind of curious why the addition of that, haha.

sir_Andrew99876

Re: Spawners galore!
« Reply #18 on: 3 Jan 2015, 11:19:32 »
Maybe a bat spawner could be used For a spooky effect like for a haunted housE, or it's just an okay peaceful mob.

Nariaki

Re: Spawners galore!
« Reply #19 on: 3 Jan 2015, 12:10:14 »
Just one question: Why not make spawners that can spawn hostile mobs?

HarryX11

Re: Spawners galore!
« Reply #20 on: 3 Jan 2015, 16:23:46 »
Just one question: Why not make spawners that can spawn hostile mobs?
Because while most people are good people and would use them for level grinding/resource farms, some players would use them as trolls and get them to kill members and make them drop their items and steal them.

ItsLawrence

Re: Spawners galore!
« Reply #21 on: 3 Jan 2015, 16:43:38 »
So spawners are only allowed in Towny, because you said "town"?
As explained by others but I'll just confirm, you can place spawners in any land you own, but be aware once you've placed it you cannot then pick it back up again. Also be aware anyone can break them if your permissions allow, so be careful when choosing a location.



...
1. Spawners will only spawn up until there's 15 mobs in a chunk, as there's a 15 mob per chunk limit [so I believe], yes? So as soon as you kill off the mobs within the chunk they should start spawning again?

2. If you have a spawner in one chunk and a second spawner in another chunk directly beside it will they interfere with each other? As in, if they spawn 15 in one chunk would it cause it not to spawn in the other chunk? Or anything like that at all?

3. How quickly do these spawners spawn on the server? I remember in V5 it could take a ridiculous amount of time for something to spawn. We had one spawner per chunk in a 2x4 grid and it could take minutes on end for one of the spawners to spit out a mob. It made it pathetically slow to get anything useful out of the mobs there, especially important leather.

4. If two spawners are in the same chunk would they both spawn until the 15 mob limit is reached or will only one work?

5. Do spawners need to be at a certain Y value, or have dirt/grass around them in order to work? I also presume they need to be lit up unlike with hostile mob spawners?

P.S. .....Why bat spawners? They don't really do anything, they don't even drop xp. So I'm kind of curious why the addition of that, haha.
  • Mobs from spawners do take into account the overall mob limit for the worlds; once the limit for either the chunk the spawner is in or the world is reached no more will spawn.
  • You might be best of spacing them out if you're concerned about this, however it isn't likely to be an issue. The same information as my answer for question 1 applies. Also take into account though that spawners don't actually spawn the mob directly on the location of the spawner, so if you're going for maximum efficiency you'll need to take into account the possible spawning spots and where the mobs actually can get to.
  • Spawners spawn at vanilla Minecraft rates currently, but will simply not spawn anything or will spawn only a limited number of mobs if the world or nearby mob limit has been reached. Don't take this as they will constantly spawn like a normal spawner though; the area and world limits are constantly automatically adjusted according to a variety of factors and as a result you may see limited spawns even when you think they should be fine, similarly you may see excessive spawns when you'd not expect it.
  • The spawners do take into account the overall chunk, area and world limits so be aware of this when placing them near each other. If the limit has been reached then nothing will spawn from them irrespective of other nearby spawners, if it has not been reached then spawns will continue as normal (read my answer to question 3 for that).
  • They are simply vanilla Minecraft animal/mob spawners and work exactly the same for the requirements, most animal spawners require a layer of grass to allow the mob to spawn onto, this is true for these spawners yes. As far as I'm aware there currently isn't any Minecraft requirement for position in the world itself as long as there is the correct lighting and a valid spot for them to spawn.
Regarding bats; why not? They're a fun animal and some people might enjoy them randomly flying around their base or similar. You could make an aviary or something else fun.



Just one question: Why not make spawners that can spawn hostile mobs?
We've selected to not allow you to get hostile mob spawners for a number of reasons, including:
  • The ability to sell a lot of selected monster drops to the /shop.
  • Monsters are already extremely easy to get; simply go out somewhere at night or go into a dark area and you'll find loads of them.
  • It sort of removes some of the fun and excitement of finding a monster spawner itself if you can simply obtain one and place it.
  • The efficiency of a custom placed spawner/spawners in the perfect spot would greatly exceed a lot of the current setups for existing hostile mob spawners. You'd be able to perfectly position a number of them near each other in order to "farm" perfectly with absolutely no risk, this just isn't something we want to see, coming across a number of hostile ones near each other currently is a rare and possibly dangerous occurrence.
Part of the reason we've added animal spawners is the fact that animals don't always respawn as you might want them but this isn't true for monsters; they are constantly spawning all around in dark areas/at night, the need for them as a spawner just isn't there.
That's not to say that in the future we definitely won't add them though.

Chompertons

Re: Spawners galore!
« Reply #22 on: 4 Jan 2015, 06:20:08 »
On a semi related note:  I really want to buy a squid spawner for the Skyside Aquarium.  The problem is, as I've tested, is that squids despawn above a certain world height.  Seems they can only exist in some narrow band of heights?  Would it be possible to remove the upper limit so we can have them up in sky towns or mountain towns?  Would be a neat decoration, just like the bats.

That makes me wonder if bats have a similar limitation?  I'd love to put a bat spawner in our dark room for some atmosphere.