Actually, I just created a new survival world and walked over to this spawner and it is a zombie spawner now!
How does that work? Are spawners random in each individual world?
KeepOnDigging.
Spawners depend on a 'psuedo randomised spot' that happens to coincide very specific arrangement of cave openings. The actual spawner that will then appear in that dungeon depends on the number of cobble/mossy cobble blocks that it needs to place to actually build the dungeon on that spot. Again depending on the psuedo random number generator.
This is covered by some videos by Panda who uses a 'cobra' to push a 'fake dungeon' into a one of those 'spots' in order to generate exactly the dungeons he wanted, in unloaded chunks, high up in the sky. Look for he you-tube videos on Quad Skeleton Dungeon
He makes some references to ocean being better for this purpose because it's less random. But he positions his blocks in such a way that he knows he's going to get 4 skeleton spawners. So the actual dungeon generation and spawner placement must not be random, but based on an algorithm which he seeds with that particular block placement.
So I still can't see how I managed to get a skeleton spawner the first time I loaded this dungeon, but it has been a zombie spawner every other time.
Without the skeleton spawner in that position, the world suddenly becomes much less perfect.
He like ocean as you are not likely to hit a mountain.
Could graval have dropped in one but not the other. is the dungeon on the border of a chunk? That is different chunks (and parts of the dungeon) gets generated at very different times?
Well, I think this missing skeleton spawner is a Forge bug.
I just created 12 worlds, 2 each of:
1.7.2, fresh installation, no mods, creative and tp'd to the spawner. It was skeleton both times.
1.7.2, fresh installation, no mods, survival and walked to the spawner. It was skeleton both times.
1.7.4, fresh installation, no mods, creative and tp'd to the spawner. It was skeleton both times.
1.7.4, fresh installation, no mods, survival and walked to the spawner. It was skeleton both times.
then
1.7.2 with Forge installed, a few mods, creative and tp'd to the spawner. It was zombie both times.
1.7.2, fresh installation, no mods, survival and walked to the spawner. It was zombie both times.
When walking, I approached the spawner from different directions, heading south, west and east towards it. No difference.
So I guess the moral of this story is, if you want this spawner to be skeleton spawner, load those chunks once in vanilla minecraft before installing Forge. Or wait for the Forge bug to be fixed (if indeed it is seen as a bug and not a feature).
The mushroom biome has an abandoned mineshaft with spawner and a dungeon (skeleton for me) under it. Also a nether fortress in sight if you decide to build a portal at the island. A little section of the island is actually a river biome and has grass and trees. All in all, very good starter location for this amazing seed!
There are a couple of mushrooms biomes - can you be more specific? Co-ords would be perfect (press F3) for x, y & z co-ords.
Hi guys, has anyone come across any squid?
I wanted some black dye and it suddenly occured to me I've not seen a single squid yet!
I mostly hang out in swamp and jungle - is that the problem?
OR - is our perfecct seed flawed and squidless? Oh no, there goes my big black fortress then
There's only one as far as I know, in the east. Don't fancy ripping out the farm I made so I hope this does the trick:
Haven't revisited the cave spider spawner, will post coords when I get to it!
Many thanks - that's all I need to know which mushroom biome you're at.
What interested me was having a portal coming out near a fortress - so no worry about the spider spawner co-ords.
Hi guys, has anyone come across any squid?
I wanted some black dye and it suddenly occured to me I've not seen a single squid yet!
I mostly hang out in swamp and jungle - is that the problem?
OR - is our perfecct seed flawed and squidless? Oh no, there goes my big black fortress then
New group forming, looking for volunteers - The League Of Squid Hunters.
Would you like to join the super new mega stupendously wonderful guild LOSH?
Do you want to make a difference and beome one of the Elite squid hunters?
If so visit www.LOSH.eu/org.com,
complete the 27 page qualification questionnaire in your own handwriting,
and write a 2,000 word essay on why we should choose you.
All applications will be replied to within 2 to 3 months, probably.
Thank you for your attention to this very important issue affecting this seed.
I just started playing Thaumcraft for 1.7.2, and Thaumcraft now overlays its special biomes over standard world gen. So in 1.7.2, you can use this seed with Thaumcraft… and there's a magical forest just east of spawn
I just started playing Thaumcraft for 1.7.2, and Thaumcraft now overlays its special biomes over standard world gen. So in 1.7.2, you can use this seed with Thaumcraft… and there's a magical forest just east of spawn
KeepOnDigging!
Well I've rolled my game back to 1.7.2 - now I just have to figure out what Thaumcraft is lol
Spawners depend on a 'psuedo randomised spot' that happens to coincide very specific arrangement of cave openings. The actual spawner that will then appear in that dungeon depends on the number of cobble/mossy cobble blocks that it needs to place to actually build the dungeon on that spot. Again depending on the psuedo random number generator.
This is covered by some videos by Panda who uses a 'cobra' to push a 'fake dungeon' into a one of those 'spots' in order to generate exactly the dungeons he wanted, in unloaded chunks, high up in the sky. Look for he you-tube videos on Quad Skeleton Dungeon
He makes some references to ocean being better for this purpose because it's less random. But he positions his blocks in such a way that he knows he's going to get 4 skeleton spawners. So the actual dungeon generation and spawner placement must not be random, but based on an algorithm which he seeds with that particular block placement.
So I still can't see how I managed to get a skeleton spawner the first time I loaded this dungeon, but it has been a zombie spawner every other time.
Without the skeleton spawner in that position, the world suddenly becomes much less perfect.
KeepOnDigging.
Could graval have dropped in one but not the other. is the dungeon on the border of a chunk? That is different chunks (and parts of the dungeon) gets generated at very different times?
I found a stronghold @ -960, 72, 164 (just dig straight down)
Desert Village @ -4981, 70, 244
Savannah Village @ -4074, 65, 200
I just created 12 worlds, 2 each of:
1.7.2, fresh installation, no mods, creative and tp'd to the spawner. It was skeleton both times.
1.7.2, fresh installation, no mods, survival and walked to the spawner. It was skeleton both times.
1.7.4, fresh installation, no mods, creative and tp'd to the spawner. It was skeleton both times.
1.7.4, fresh installation, no mods, survival and walked to the spawner. It was skeleton both times.
then
1.7.2 with Forge installed, a few mods, creative and tp'd to the spawner. It was zombie both times.
1.7.2, fresh installation, no mods, survival and walked to the spawner. It was zombie both times.
When walking, I approached the spawner from different directions, heading south, west and east towards it. No difference.
So I guess the moral of this story is, if you want this spawner to be skeleton spawner, load those chunks once in vanilla minecraft before installing Forge. Or wait for the Forge bug to be fixed (if indeed it is seen as a bug and not a feature).
and… KeepOnDigging!
Thanks for the co-ords.
Door into a Stronghold
There are a couple of mushrooms biomes - can you be more specific? Co-ords would be perfect (press F3) for x, y & z co-ords.
I wanted some black dye and it suddenly occured to me I've not seen a single squid yet!
I mostly hang out in swamp and jungle - is that the problem?
OR - is our perfecct seed flawed and squidless? Oh no, there goes my big black fortress then
until i fought this beauty seed. Perfect!
Many thanks - that's all I need to know which mushroom biome you're at.
What interested me was having a portal coming out near a fortress - so no worry about the spider spawner co-ords.
Seriously, anyone seen any squid? Anywhere?
Would you like to join the super new mega stupendously wonderful guild LOSH?
Do you want to make a difference and beome one of the Elite squid hunters?
If so visit www.LOSH.eu/org.com,
complete the 27 page qualification questionnaire in your own handwriting,
and write a 2,000 word essay on why we should choose you.
All applications will be replied to within 2 to 3 months, probably.
Thank you for your attention to this very important issue affecting this seed.
Sorry, LOSH was just a joke.
I didn't find squid in my swamp/jungle biome, but found plenty elsewhere.
Thanks to everyone who has posted co-ordinants to different things. I appreciat it
KeepOnDigging!
Well I've rolled my game back to 1.7.2 - now I just have to figure out what Thaumcraft is lol
There are a few posts with horse co-ordinates further back.