I honestly think everyone would love this. Support!
Yeah I don't see why not.
An idea I thought of for things like if it was possible to do this kind of thing on survival... You could mine it with a Silk Touch pick axe, take it to an enchantment table... and though my original idea for the survival aspect was based on a leveling like weapons kind of (level 5, 8,11,15 etc) I thought this might be too "OP".
So.... It could just be like... take it to an enchantment table.. and the only way to get it enchanted is to have 30 levels and the chance of it being whatever could be based on pure chance.
With the more "beneficial" mobs being a lower chance.
It was pointed out to me in an earlier thread that being able to create your own MOB spawner in survival mode would be too OP.
And there is absolutely no reason to do an enchanting table formula for MOB spawners in creative mode....
Silk Touch mines pig spawner, spawn egg changes what spawns, armor and weapons can be added to certain spawns, limit...what would you say...5? 10 spawners per world? lets just say limit +/- 8 spawners per world.
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Junokaii (although I'd recommend not adding me because I'm on literally like... once every month or two)
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As for creative... it could just be like the egg thing like Phoenix said,
or it could be like if you place a painting and each one just has a chance of coming up.. it could be many things.
As for creative... it could just be like the egg thing like Phoenix said,
or it could be like if you place a painting and each one just has a chance of coming up.. it could be many things.
If it is creative, then the host is planning and has a specific map idea in mind... random would just be annoying, I'd rather support changing by Spawn Egg...or just by listings all the different MOB spawners in a menu.... which would probably be easier to code, but it would take up more real estate in the Creative Menu User Interface.
I would imagine that for Host Players that want to make an Adventure Map of their own theme, they would appreciate free control over making their spawners for any in game creature, not just enemies (even passive mobs, wild mobs, or villagers).
Maybe have it be controlled with a lever? So that way if you're beside a few, they're not all going on at once?
O....kayyyy.... not quite the 'type' of 'control' I meant... not quite sure where you were going with this one, care to elaborate?
I don't see how it's confusing but okay...
Uhh, it was just so that.. In case the spawners are too close to eachother you could have the ones you want on to spawn things "turned on" and the ones you don't want spawning "turned off". Because.. I've never seen this before but I'm assuming if you had two spawners next to eachother wouldn't they both be trying to spawn mobs at the same time??
Uhh, it was just so that.. In case the spawners are too close to eachother you could have the ones you want on to spawn things "turned on" and the ones you don't want spawning "turned off". Because.. I've never seen this before but I'm assuming if you had two spawners next to eachother wouldn't they both be trying to spawn mobs at the same time??
It's not confusing, just not related to the user control I suggested above, but not a practical suggestion either. Here's why... If you implement this, then any schmoe in survival would be able to go dungeon delving with a handful of levers, and as soon as they find a MOB spawner in a dungeon or mineshaft, they just slap a lever down and disable the spawner, no fuss, no muss.
For this reason, I don't think that spawners should be redstone signal reactive (ie. influenced by buttons or levers).
...and yes, I think they would both be active at the same time if they were next to each other, and both be actively trying to spawn in MOBs into the same area.
if the default setting for a spawner is a pig, is it normal for them to be pig spawners in dungeons/mines? because i was teaching minecraft to my sister and shes a whovian so we used the seed " TARDIS " and in a mine there was a pig spawner.......wassup widdat?
It's not confusing, just not related to the user control I suggested above, but not a practical suggestion either. Here's why... If you implement this, then any schmoe in survival would be able to go dungeon delving with a handful of levers, and as soon as they find a MOB spawner in a dungeon or mineshaft, they just slap a lever down and disable the spawner, no fuss, no muss.
For this reason, I don't think that spawners should be redstone signal reactive (ie. influenced by buttons or levers).
...and yes, I think they would both be active at the same time if they were next to each other, and both be actively trying to spawn in MOBs into the same area.
They can by putting torches around it to do the same thing so how's that any different?? :S Only difference is it's more of a manual way of control instead of more of an automatic control.
And so what if someone did just go up to it with a lever to turn it off?? I don't need this but if I did it would make whatever spawners I have closed off and made a room with a door on it to exploit would be a little easier... Lol.
I saw what you said.. I was just putting something else out there.
if the default setting for a spawner is a pig, is it normal for them to be pig spawners in dungeons/mines? because i was teaching minecraft to my sister and shes a whovian so we used the seed " TARDIS " and in a mine there was a pig spawner.......wassup widdat?
LolDoes it spawn pigs as well? Or is it just a pig in the middle spinning?
I remember before all spawners were like that and you didn't know what they were until they started spawning.
They can by putting torches around it to do the same thing so how's that any different?? :S Only difference is it's more of a manual way of control instead of more of an automatic control.
Actually it is a misconception that a single torch will "turn off" a spawner, the spawner remains active in trying to spawn, but it just cannot spawn "hostile MOBs" in illuminated areas where the light level is greater than 7 (or greater than 11 in the case of blazes and silverfish).
Which means, that MOBs can still spawn from that spawner around corners or if sufficiently far enough from the torch light (within the 17x9x17 area around the spawner)
A torch will not turn off a passive MOB spawner (in fact they require a light level of 9 or higher in most cases), to turn off most passive MOB spawners, you'd have to surround the 17x9x17 area around the spawner with darkness instead of light.
Actually it is a misconception that a single torch will "turn off" a spawner, the spawner remains active in trying to spawn, but it just cannot spawn "hostile MOBs" in illuminated areas where the light level is greater than 7 (or greater than 11 in the case of blazes and silverfish).
Which means, that MOBs can still spawn from that spawner around corners or if sufficiently far enough from the torch light (within the 17x9x17 area around the spawner)
A torch will not turn off a passive MOB spawner (in fact they require a light level of 9 or higher in most cases), to turn off most passive MOB spawners, you'd have to surround the 17x9x17 area around the spawner with darkness instead of light.
Well I don't know many spawners that don't have a very thick wall around them so that they can spawn around corners as you're saying... I've done the torch thing many many many times and it's always worked. You telling me now that it sometimes can't just baffled my mind because It's never not worked for me. Even when there's a dark cave just outside the room where the torches are they've never spawned for me outside of the torched area.
As for Passive Mobs... It's kind of a given because most are attracted to the light. Though, I'm not sure if I've ever seen a passive mob spawner before.
Well I don't know many spawners that don't have a very thick wall around them so that they can spawn around corners as you're saying... I've done the torch thing many many many times and it's always worked. You telling me now that it sometimes can't just baffled my mind because It's never not worked for me. Even when there's a dark cave just outside the room where the torches are they've never spawned for me outside of the torched area.
As for Passive Mobs... It's kind of a given because most are attracted to the light. Though, I'm not sure if I've ever seen a passive mob spawner before.
I had originally thought that lighting up the spawner would effectively turn it off too. I have run into a few situations where I had corridors around the dungeon that were not well lit up, and although there was enough light in the room where the spawner was, I started getting a lot of those particular MOB types now entering the room from spawning around the corner.
I also looked up the psudo-code for the spawner rules, and there is no way to actually deactivate it, however you can sufficiently prevent it from successfully placing MOBs with enough lighting.
It doesn't necessarily happen very often, because the spawner's effective range is only 17 blocks around it horizontally (+/-8 blocks, X and Z) and 9 blocks around it vertically (+/-4 blocks, Y). And if you are like me, you're probably already pretty well illuminated in your explored areas around the spawner.
I had originally thought that lighting up the spawner would effectively turn it off too. I have run into a few situations where I had corridors around the dungeon that were not well lit up, and although there was enough light in the room where the spawner was, I started getting a lot of those particular MOB types now entering the room from spawning around the corner.
I also looked up the psudo-code for the spawner rules, and there is no way to actually deactivate it, however you can sufficiently prevent it from successfully placing MOBs with enough lighting.
It doesn't necessarily happen very often, because the spawner's effective range is only 17 blocks around it horizontally (+/-8 blocks, X and Z) and 9 blocks around it vertically (+/-4 blocks, Y). And if you are like me, you're probably already pretty well illuminated in your explored areas around the spawner.
Oh yeah I do. I have to otherwise it drives me nuts. I love night time too so when things are bright out at night.. Looks so beautiful to me. But I also live in a big city, so I think that might be why I like it.
having 4 teams fighting with 4 spawners lol
Yeah I don't see why not.
An idea I thought of for things like if it was possible to do this kind of thing on survival... You could mine it with a Silk Touch pick axe, take it to an enchantment table... and though my original idea for the survival aspect was based on a leveling like weapons kind of (level 5, 8,11,15 etc) I thought this might be too "OP".
So.... It could just be like... take it to an enchantment table.. and the only way to get it enchanted is to have 30 levels and the chance of it being whatever could be based on pure chance.
With the more "beneficial" mobs being a lower chance.
And there is absolutely no reason to do an enchanting table formula for MOB spawners in creative mode....
Silk Touch mines pig spawner, spawn egg changes what spawns, armor and weapons can be added to certain spawns, limit...what would you say...5? 10 spawners per world? lets just say limit +/- 8 spawners per world.
Yes... I know that...
I was meaning if this ever came to be a survival mode thing that that could be a possibility.
or it could be like if you place a painting and each one just has a chance of coming up.. it could be many things.
If it is creative, then the host is planning and has a specific map idea in mind... random would just be annoying, I'd rather support changing by Spawn Egg...or just by listings all the different MOB spawners in a menu.... which would probably be easier to code, but it would take up more real estate in the Creative Menu User Interface.
Maybe have it be controlled with a lever? So that way if you're beside a few, they're not all going on at once?
O....kayyyy.... not quite the 'type' of 'control' I meant... not quite sure where you were going with this one, care to elaborate?
I don't see how it's confusing but okay...
Uhh, it was just so that.. In case the spawners are too close to eachother you could have the ones you want on to spawn things "turned on" and the ones you don't want spawning "turned off". Because.. I've never seen this before but I'm assuming if you had two spawners next to eachother wouldn't they both be trying to spawn mobs at the same time??
It's not confusing, just not related to the user control I suggested above, but not a practical suggestion either. Here's why... If you implement this, then any schmoe in survival would be able to go dungeon delving with a handful of levers, and as soon as they find a MOB spawner in a dungeon or mineshaft, they just slap a lever down and disable the spawner, no fuss, no muss.
For this reason, I don't think that spawners should be redstone signal reactive (ie. influenced by buttons or levers).
...and yes, I think they would both be active at the same time if they were next to each other, and both be actively trying to spawn in MOBs into the same area.
They can by putting torches around it to do the same thing so how's that any different?? :S Only difference is it's more of a manual way of control instead of more of an automatic control.
And so what if someone did just go up to it with a lever to turn it off?? I don't need this but if I did it would make whatever spawners I have closed off and made a room with a door on it to exploit would be a little easier... Lol.
I saw what you said.. I was just putting something else out there.
LolDoes it spawn pigs as well? Or is it just a pig in the middle spinning?
I remember before all spawners were like that and you didn't know what they were until they started spawning.
Actually it is a misconception that a single torch will "turn off" a spawner, the spawner remains active in trying to spawn, but it just cannot spawn "hostile MOBs" in illuminated areas where the light level is greater than 7 (or greater than 11 in the case of blazes and silverfish).
Which means, that MOBs can still spawn from that spawner around corners or if sufficiently far enough from the torch light (within the 17x9x17 area around the spawner)
A torch will not turn off a passive MOB spawner (in fact they require a light level of 9 or higher in most cases), to turn off most passive MOB spawners, you'd have to surround the 17x9x17 area around the spawner with darkness instead of light.
http://minecraft.gamepedia.com/Monster_Spawner
Well I don't know many spawners that don't have a very thick wall around them so that they can spawn around corners as you're saying... I've done the torch thing many many many times and it's always worked. You telling me now that it sometimes can't just baffled my mind because It's never not worked for me. Even when there's a dark cave just outside the room where the torches are they've never spawned for me outside of the torched area.
As for Passive Mobs... It's kind of a given because most are attracted to the light. Though, I'm not sure if I've ever seen a passive mob spawner before.
I had originally thought that lighting up the spawner would effectively turn it off too. I have run into a few situations where I had corridors around the dungeon that were not well lit up, and although there was enough light in the room where the spawner was, I started getting a lot of those particular MOB types now entering the room from spawning around the corner.
I also looked up the psudo-code for the spawner rules, and there is no way to actually deactivate it, however you can sufficiently prevent it from successfully placing MOBs with enough lighting.
It doesn't necessarily happen very often, because the spawner's effective range is only 17 blocks around it horizontally (+/-8 blocks, X and Z) and 9 blocks around it vertically (+/-4 blocks, Y). And if you are like me, you're probably already pretty well illuminated in your explored areas around the spawner.
Oh yeah I do. I have to otherwise it drives me nuts. I love night time too so when things are bright out at night.. Looks so beautiful to me. But I also live in a big city, so I think that might be why I like it.
I was actually thinking this yesterday when in survival I saw a Blaze spawner in the Nether.
^^^^ Click it! You know you want to...
Finally a "support" without some controversy attached.
Something else that kind of came to mind was the ability to have the spawn rate changed.
because most of the time I noticed that spawners it takes a few seconds before they spawn some more of them.
Think it'd be possible to have just a constant stream of them flowing outward? Or Slow it down? What's the stakes on some customizing these?