Hey guys!
The point of this suggestion is to allow vanilla Minecraft to be slightly more 'free', if you will. Hopefully, becoming successful and somewhat appealing.
[The Idea]
Basically, the main argument of this suggestion is to allow the mining of spawners in vanilla Minecraft when using a Silk Touch pickaxe, whether it be Singleplayer or Multiplayer, without the use of plug-ins or inventory editors.
Currently, players cannot mine spawners pickaxe, as they will be destroyed, regardless if their pickaxe has Silk Touch or not.
Additionally, spawners can only be acquired through the [/give] command and by default, will give you a pig spawner, ignoring the fact you may or may not have put in the correct data value for a specific mob.
[Fundamentals]
Use:
The ability to mine spawners when you meet the requirements would prove to be a benefit to most of the Minecraft community.
Firstly, having the ability to mine spawners, will no longer mean having to either:
Build your house around the location of a spawner, just in the event that you may or may not lose the location of it, which, funily enough, happens more often than not.
Construct intricate paths to the spawner, especially if said house was far away from the initial location.
Secondly, in dungeons and abandoned mineshafts, zombie spawners are present 50% of the time. Skeletons, 25% and spiders, 25%, proving to be the most used spawners in the game and it would be nothing but convenient by allowing spawners to be portable when using a Silk Touch pickaxe.
Thirdly, the ability to mine spawners does not reduce the need for adventure and exploration, except encourages it. Furthermore, spawners are one of the primary sources for experience gaining and have various ways to collect the experience, and by allowing the mining of spawners, it would no longer need the use of inventory editors or plug-ins to enhance Minecraft and its roots.
[Accessibility]
Benefits:
Convenience of having the ability to move a spawner in the event of finding one, or moving house.
No longer requires the need for intricate tunnels to and fro a spawner.
No longer needs the installation and use of inventory editors and plug-ins.
Thanks for reading this and I appreciate every comment...even hate.
Please, if you think anything should be changed, comment and let me know, it helps to hear from other great minds in the community.
[For future reference]
I understand this may or may not have been suggested before, although the search bar was used and no relevant links were shown.
To me, having to connect your base to the spawner, and all the difficulties that you listed, are all apart of the Minecraft experience. If they implement ideas like this, then they will continue to make Minecraft easier and easier, making it less fun.
That's just my opinion, but I can see why you would want to do that.
To me, having to connect your base to the spawner, and all the difficulties that you listed, are all apart of the Minecraft experience. If they implement ideas like this, then they will continue to make Minecraft easier and easier, making it less fun.
That's just my opinion, but I can see why you would want to do that.
dinnerbone wanted to reduce the effects of xp farms. this will only make it easier so i doubt it will be added.
Thanks for the swift feedback.
I can see where you're both coming from, although I do question, would it make Minecraft easier or more convenient in a small way?
Could you please explain, just briefly, so that I can compare and hopefully get a better insight?
Thanks.
After the mob spawner has been mined, it cant spawn other mobs. Though, you can make it spawn a specific hostile mob by placing the empty mob spawner on the far left slot of the anvil and putting an specific mob part (eg. adding a skeleton bone makes it only spawn skeletons, rotten flesh makes it spawn zombies etc...) in the middle slot of the anvil. On the far right slot of the anvil, you would get a specific mob spawner (eg. a zombie mob spawner, a skeleton mob spawner). This should cost experience, and also you could not get an Enderman spawner, making the Enderman still a rare mob. It also can't spawn mobs from the Nether.
Thanks for the support man.
Your suggestion balances it out and I really think it'd be a good idea.
After the mob spawner has been mined, it cant spawn other mobs. Though, you can make it spawn a specific hostile mob by placing the empty mob spawner on the far left slot of the anvil and putting an specific mob part (eg. adding a skeleton bone makes it only spawn skeletons, rotten flesh makes it spawn zombies etc...) in the middle slot of the anvil. On the far right slot of the anvil, you would get a specific mob spawner (eg. a zombie mob spawner, a skeleton mob spawner). This should cost experience, and also you could not get an Enderman spawner, making the Enderman still a rare mob. It also can't spawn mobs from the Nether.
Thanks for the swift feedback.
I can see where you're both coming from, although I do question, would it make Minecraft easier or more convenient in a small way?
Could you please explain, just briefly, so that I can compare and hopefully get a better insight?
Thanks.
Regardless of which Silk Touch is used, meaning tier, I think it would prove to be more convenient.
Thanks for the support!
Well, now that he added that part with the skeleton bones, I think it actually sounds like a pretty cool idea
Thanks man!
I like the suggestion Newbek posted, it balances it out a lot.
Except it doesn't really balance it out at all. Passive mob drops are basically free. Bones and Rotten Flesh are both free every sunrise. Endermen, Blazes, Ghasts, and Creepers, while a bit more of a challenge, are easy enough to kill. Wither Skeletons are easy, as are Zombie Pigmen. Slimes are easy as well.
Then after you get that one spawner, you never have to worry about that drop or XP ever again. Grinders are already easy to make in some deep dark cave. They are way easier to make on the surface. In a few hours of hunting you could have one Grinder that works on multiple mobs all at one location. You also say that it encourages exploration. It does, until you have the Spawner you need. Then you just lost a huge reason to explore.
And yes it absolutely would make Minecraft more convenient and easier. Do you have to travel hundreds of blocks to get to each grinder? Not anymore. Do you have to build a separate grinder for each dungeon? Nope, just about any mob grinder currently used will work on most mobs and grinders with multiple spawners. So instead of finding a dungeon, lighting it up, digging out the grinder, removing the lights, and then travelling back and forth when you need items you just get a Silk touch pick, find the dungeon, get the spawner, and when it is ready you place it wherever you want.
This is ridiculously overpowered, no support.
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Except it doesn't really balance it out at all. Passive mob drops are basically free. Bones and Rotten Flesh are both free every sunrise. Endermen, Blazes, Ghasts, and Creepers, while a bit more of a challenge, are easy enough to kill. Wither Skeletons are easy, as are Zombie Pigmen. Slimes are easy as well.
Then after you get that one spawner, you never have to worry about that drop or XP ever again. Grinders are already easy to make in some deep dark cave. They are way easier to make on the surface. In a few hours of hunting you could have one Grinder that works on multiple mobs all at one location. You also say that it encourages exploration. It does, until you have the Spawner you need. Then you just lost a huge reason to explore.
And yes it absolutely would make Minecraft more convenient and easier. Do you have to travel hundreds of blocks to get to each grinder? Not anymore. Do you have to build a separate grinder for each dungeon? Nope, just about any mob grinder currently used will work on most mobs and grinders with multiple spawners. So instead of finding a dungeon, lighting it up, digging out the grinder, removing the lights, and then travelling back and forth when you need items you just get a Silk touch pick, find the dungeon, get the spawner, and when it is ready you place it wherever you want.
This is ridiculously overpowered, no support.
Thanks for the feedback, and I see what you're trying to point out and, it's a very strong argument.
However, I can safely say that I have a difficult time with Ghasts, Blazes and hordes of Zombie Pigmen, not that it's extremely relevant, although I do understand what you're saying
Maybe the ability to change a spawner once you have it shouldn't be implemented, as proved, as it would be much overpowered and most alternatives wouldn't work.
However, don't you think that it'd be sensible to have convenience when finding a spawner?
Regardless if you're able to transport it or not, it still kills one form of exploration after you've found an initial spawner. In the end, you've still found a spawner, and since you have one, there's no reason to go looking for one, am I right? It doesn't necessarily matter where the spawner is located, or how you take advantage of it, all that matters is that you've found one.
As proven, keeping the original spawned mob is slightly more sensible as opposed to being able to change it, so be it. However, mining spawners still proves to be more efficient than not.
Experience grinders, obviously, are mainly the sole purpose of harvesting levels from a spawner you've found.
With the levels harvested, it helps with future goals, such as downing enchanting weapons, tools and armor, the main things you do with levels, that could go on to aid future goals.
Nevertheless, one is entitled to their own opinion and it must be respected.
Once again, thank you for the feedback.
However, don't you think that it'd be sensible to have convenience when finding a spawner?
Regardless if you're able to transport it or not, it still kills one form of exploration after you've found an initial spawner. In the end, you've still found a spawner, and since you have one, there's no reason to go looking for one, am I right? It doesn't necessarily matter where the spawner is located, or how you take advantage of it, all that matters is that you've found one.
Experience grinders, obviously, are mainly the sole purpose of harvesting levels from a spawner you've found.
With the levels harvested, it helps with future goals, such as downing enchanting weapons, tools and armor, the main things you do with levels, that could go on to aid future goals.
For the first part, no I don't think it is sensible for that convenience. It takes away all the risk and challenge of getting to it and back, which is a big part of what makes those grinders even remotely fair. You can certainly make a Minecart track that goes directly there and back that is fully enclosed and illuminated and eliminate the risk that way but all that extra work is what makes it worth it and is the actual thing that encourages exploration.
Going back to my 1000 blocks away thing, if we are talking just a simple path there you are going to spend that time exploring the area. If you want to secure the path you need supplies, which means more exploring, even if you tunnel all the way there, odds are you are going to run into a new tunnel while digging. That is even more exploration. All of that exploration is gone if you can just pick it up and bring it with you.
Certainly you don't need to find another one after you find the first one and set up a grinder. But until you put in the hours of exploring and building to make the travel to the grinder simple, fast, and risk free, you are going to have a new experience every single time you travel back and forth. So the location absolutely does matter, because if it is just at home you literally have no reason to travel, rather than having to travel to visit it.
For the second part, actually getting that XP and items legitimately already provides you with more to explore and do. You need to find the items, fight the mobs, all of which can take you just about anywhere. Once you have any kind of grinder you lose a lot of reason to explore, and you don't gain any that couldn't be done by playing normally.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
For the first part, no I don't think it is sensible for that convenience. It takes away all the risk and challenge of getting to it and back, which is a big part of what makes those grinders even remotely fair. You can certainly make a Minecart track that goes directly there and back that is fully enclosed and illuminated and eliminate the risk that way but all that extra work is what makes it worth it and is the actual thing that encourages exploration.
Going back to my 1000 blocks away thing, if we are talking just a simple path there you are going to spend that time exploring the area. If you want to secure the path you need supplies, which means more exploring, even if you tunnel all the way there, odds are you are going to run into a new tunnel while digging. That is even more exploration. All of that exploration is gone if you can just pick it up and bring it with you.
Certainly you don't need to find another one after you find the first one and set up a grinder. But until you put in the hours of exploring and building to make the travel to the grinder simple, fast, and risk free, you are going to have a new experience every single time you travel back and forth. So the location absolutely does matter, because if it is just at home you literally have no reason to travel, rather than having to travel to visit it.
For the second part, actually getting that XP and items legitimately already provides you with more to explore and do. You need to find the items, fight the mobs, all of which can take you just about anywhere. Once you have any kind of grinder you lose a lot of reason to explore, and you don't gain any that couldn't be done by playing normally.
I don't mean to be rude, but by suggesting having an enclosed pathway to and from the spawner, you've contradicted the first part of your argument.
Eliminating the example of a minecart track is easy, and shows a flaw in the first paragraph. The "path" created to and from the spawner doesn't need to have a minecart system. It can easily be walked on foot, or even sprinted, however if you do want one, it still proves no difference.
Merging this with the next two paragraphs. Spawners are most commonly found in Abandoned Mineshafts within Ravines and extravagant caves that hold a dungeon. Just because the spawner is harvested, it does not mean that the cave will remain unexplored for the rest of the time you're on that world. Primary ores and resources are found in caves, and no matter how much you have, resources are essential and if you know of a cave which you haven't explored yet, that proves to be a key component in exploration, especially if you have that minecart track handy.
Caves and mines span out through the whole of the world generated, and simply because one housed a spawner and it's been taken back to your house, doesn't mean that every form of exploration revolves around the use of one spawner. A lot people go exploring to find ores and resources without the thoughts of a spawner in their mind, and end up with a tonne of resources after their trip. Exploration, especially in Minecraft of all games, doesn't die after someone hits a spawner. Mentality will most likely bring you back if you've found something extravagant, like a spawner, in the hopes of finding more, thus, not killing exploration.
Grinders are a primary reason for experience. It is ones decision whether they want to take advantage of a spawner or not. Spawners, assuming you have one in possession, provide one mob at a time. If you have a zombie spawner, for example, you're not going to get the drops of a Skeleton, or a Spider or even a Slime. Just because you have an experience grinder, that doesn't mean you have every resource mobs provide, therefore increasing the need to explore for other mobs, that, as you said, all of which can take you anywhere.
The point of this suggestion is to allow vanilla Minecraft to be slightly more 'free', if you will. Hopefully, becoming successful and somewhat appealing.
Basically, the main argument of this suggestion is to allow the mining of spawners in vanilla Minecraft when using a Silk Touch pickaxe, whether it be Singleplayer or Multiplayer, without the use of plug-ins or inventory editors.
Currently, players cannot mine spawners pickaxe, as they will be destroyed, regardless if their pickaxe has Silk Touch or not.
Additionally, spawners can only be acquired through the [/give] command and by default, will give you a pig spawner, ignoring the fact you may or may not have put in the correct data value for a specific mob.
Use:
The ability to mine spawners when you meet the requirements would prove to be a benefit to most of the Minecraft community.
Firstly, having the ability to mine spawners, will no longer mean having to either:
Thirdly, the ability to mine spawners does not reduce the need for adventure and exploration, except encourages it. Furthermore, spawners are one of the primary sources for experience gaining and have various ways to collect the experience, and by allowing the mining of spawners, it would no longer need the use of inventory editors or plug-ins to enhance Minecraft and its roots.
Benefits:
Please, if you think anything should be changed, comment and let me know, it helps to hear from other great minds in the community.
[For future reference]
I understand this may or may not have been suggested before, although the search bar was used and no relevant links were shown.
To me, having to connect your base to the spawner, and all the difficulties that you listed, are all apart of the Minecraft experience. If they implement ideas like this, then they will continue to make Minecraft easier and easier, making it less fun.
That's just my opinion, but I can see why you would want to do that.
Thanks for the swift feedback.
I can see where you're both coming from, although I do question, would it make Minecraft easier or more convenient in a small way?
Could you please explain, just briefly, so that I can compare and hopefully get a better insight?
Thanks.
Regardless of which Silk Touch is used, meaning tier, I think it would prove to be more convenient.
Thanks for the support!
Thanks for the support man.
Your suggestion balances it out and I really think it'd be a good idea.
Well, now that he added that part with the skeleton bones, I think it actually sounds like a pretty cool idea
Thanks man!
I like the suggestion Newbek posted, it balances it out a lot.
Except it doesn't really balance it out at all. Passive mob drops are basically free. Bones and Rotten Flesh are both free every sunrise. Endermen, Blazes, Ghasts, and Creepers, while a bit more of a challenge, are easy enough to kill. Wither Skeletons are easy, as are Zombie Pigmen. Slimes are easy as well.
Then after you get that one spawner, you never have to worry about that drop or XP ever again. Grinders are already easy to make in some deep dark cave. They are way easier to make on the surface. In a few hours of hunting you could have one Grinder that works on multiple mobs all at one location. You also say that it encourages exploration. It does, until you have the Spawner you need. Then you just lost a huge reason to explore.
And yes it absolutely would make Minecraft more convenient and easier. Do you have to travel hundreds of blocks to get to each grinder? Not anymore. Do you have to build a separate grinder for each dungeon? Nope, just about any mob grinder currently used will work on most mobs and grinders with multiple spawners. So instead of finding a dungeon, lighting it up, digging out the grinder, removing the lights, and then travelling back and forth when you need items you just get a Silk touch pick, find the dungeon, get the spawner, and when it is ready you place it wherever you want.
This is ridiculously overpowered, no support.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Thanks for the feedback, and I see what you're trying to point out and, it's a very strong argument.
However, I can safely say that I have a difficult time with Ghasts, Blazes and hordes of Zombie Pigmen, not that it's extremely relevant, although I do understand what you're saying
Maybe the ability to change a spawner once you have it shouldn't be implemented, as proved, as it would be much overpowered and most alternatives wouldn't work.
However, don't you think that it'd be sensible to have convenience when finding a spawner?
Regardless if you're able to transport it or not, it still kills one form of exploration after you've found an initial spawner. In the end, you've still found a spawner, and since you have one, there's no reason to go looking for one, am I right? It doesn't necessarily matter where the spawner is located, or how you take advantage of it, all that matters is that you've found one.
As proven, keeping the original spawned mob is slightly more sensible as opposed to being able to change it, so be it. However, mining spawners still proves to be more efficient than not.
Experience grinders, obviously, are mainly the sole purpose of harvesting levels from a spawner you've found.
With the levels harvested, it helps with future goals, such as downing enchanting weapons, tools and armor, the main things you do with levels, that could go on to aid future goals.
Nevertheless, one is entitled to their own opinion and it must be respected.
Once again, thank you for the feedback.
For the first part, no I don't think it is sensible for that convenience. It takes away all the risk and challenge of getting to it and back, which is a big part of what makes those grinders even remotely fair. You can certainly make a Minecart track that goes directly there and back that is fully enclosed and illuminated and eliminate the risk that way but all that extra work is what makes it worth it and is the actual thing that encourages exploration.
Going back to my 1000 blocks away thing, if we are talking just a simple path there you are going to spend that time exploring the area. If you want to secure the path you need supplies, which means more exploring, even if you tunnel all the way there, odds are you are going to run into a new tunnel while digging. That is even more exploration. All of that exploration is gone if you can just pick it up and bring it with you.
Certainly you don't need to find another one after you find the first one and set up a grinder. But until you put in the hours of exploring and building to make the travel to the grinder simple, fast, and risk free, you are going to have a new experience every single time you travel back and forth. So the location absolutely does matter, because if it is just at home you literally have no reason to travel, rather than having to travel to visit it.
For the second part, actually getting that XP and items legitimately already provides you with more to explore and do. You need to find the items, fight the mobs, all of which can take you just about anywhere. Once you have any kind of grinder you lose a lot of reason to explore, and you don't gain any that couldn't be done by playing normally.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I don't mean to be rude, but by suggesting having an enclosed pathway to and from the spawner, you've contradicted the first part of your argument.
Eliminating the example of a minecart track is easy, and shows a flaw in the first paragraph. The "path" created to and from the spawner doesn't need to have a minecart system. It can easily be walked on foot, or even sprinted, however if you do want one, it still proves no difference.
Merging this with the next two paragraphs. Spawners are most commonly found in Abandoned Mineshafts within Ravines and extravagant caves that hold a dungeon. Just because the spawner is harvested, it does not mean that the cave will remain unexplored for the rest of the time you're on that world. Primary ores and resources are found in caves, and no matter how much you have, resources are essential and if you know of a cave which you haven't explored yet, that proves to be a key component in exploration, especially if you have that minecart track handy.
Caves and mines span out through the whole of the world generated, and simply because one housed a spawner and it's been taken back to your house, doesn't mean that every form of exploration revolves around the use of one spawner. A lot people go exploring to find ores and resources without the thoughts of a spawner in their mind, and end up with a tonne of resources after their trip. Exploration, especially in Minecraft of all games, doesn't die after someone hits a spawner. Mentality will most likely bring you back if you've found something extravagant, like a spawner, in the hopes of finding more, thus, not killing exploration.
Grinders are a primary reason for experience. It is ones decision whether they want to take advantage of a spawner or not. Spawners, assuming you have one in possession, provide one mob at a time. If you have a zombie spawner, for example, you're not going to get the drops of a Skeleton, or a Spider or even a Slime. Just because you have an experience grinder, that doesn't mean you have every resource mobs provide, therefore increasing the need to explore for other mobs, that, as you said, all of which can take you anywhere.