As it stands now, hostile mobs can spawn on any solid block with air above and a light level of 7 or less. This also applies to blocks that would normally be lit by sunlight during the night. While this can be prevented by changing the game mode to Peaceful or disabling ordinary, darkness-based mob spawning via the command "/gamerule doMobSpawning false," there is currently no way to directly control the light level at which mobs spawn.Therefore, I propose that we be given the ability to change the required maximum light level for hostile mobs to spawn, perhaps using a command such as "/gamerule maxSpawnLighting x," where "x" is the maximum light level for hostile mob spawning. Potential uses for this include:
An easier, more forgiving survival mode gameplay by setting the maximum spawn lighting to zero, ensuring that hostile mobs only spawn in areas of absolute darkness and preventing them from appearing in a carelessly unlit corner of, for example, a walled NPC village.
Alternately, a more challenging game (by raising the maximum spawn light up a bit) where fully illuminating caves to prevent mob spawns is impractical and the player cannot simply spam torches everywhere to remove any semblance of difficulty. It could even be raised to 15 to allow mobs to spawn anywhere not protected by half-slabs or water (or 14 for anywhere not in direct sunlight)
Greater freedom when building in survival mode by reducing the frequency with which light sources need to be placed. As it stands, the need to have a light source every few blocks can sometimes be a nuisance in aesthetically-focused builds. By reducing the maximum light level for mob spawning, architecturally-inclined players are less restricted in terms of where they can place lighting.
Easy difficulty changes in adventure maps. There are quite a few things you can do here, from having areas of different difficulty via player detectors and spawn spawn level changes (a peaceful village with monster-infested caves beneath could use a lower spawn light level than a volcanic mountain housing an evil sorcerer's tower) to having a progressive difficulty increase (monsters start spawning in the dark woods around an abandoned mansion, then begin to appear in the poorly-lit rooms on the outskirts, then finally within the brightly-illuminated inner halls, eliminating any safe points). Even if one ignores the changeable aspect of light-level-based spawning, the previous point of needing less frequent light sources is at least as valid in adventure maps as in survival.
And the big one: Moonlight provides a surface light level of four at night. What this means is that if the maximum light level at which hostile mobs can spawn is set to below four, then nothing spawns out in the open above-ground, even during the night. This alone has several implications:
Safer NPC villages. Tired of having to frantically rush to encase every single NPC village you encounter in an ugly cobblestone wall and drown it in torches? With the elimination of nighttime spawns on the surface, the villagers might actually survive two days without being brutally murdered by a horde of zombies.
Less need to disable mob griefing. Right now, Endermen and Creepers are a huge hassle for anyone aiming to preserve the landscape around their home, to the point that some people disable their explosion damage and block-stealing altogether with gamerule commands. Not only does this effectively nullify their iconic abilities, but it also disables the creation of automated villager farms in the new snapshots by preventing them from breaking wheat, which, by extension, means that the villagers also have a very difficult time repopulating after zombie attacks. No surface spawns means no more destruction of your lawn and walls, while still keeping villagers breeding and Creepers and Endermen behaving as intended. Also, Ghasts are no less horrifying.
Customizability. While setting the maximum mob-spawning light level to 3 means that they won't spawn out in the open at night, it also means that they continue to spawn under trees or small overhangs. Changing this to a lower number such as 0, on the other hand, means that there are far fewer places for mobs to spawn at night.
Interesting gameplay additions to AMPLIFIED maps. With nightime spawns ordinarily disabled, the player is offered a choice: stick to the relative safety of the peaks, where it is difficult to navigate across cliffs and ravines, or venture down into the valleys, which are plagued by overhangs that can often create the required light level of 0 during the day, to say nothing of the night.
The Roofed Forest biome becomes challenging by comparison. The roofed forest was originally envisioned as a dark, hostile area where monsters can spawn even during the day. However, due to the huge decrease in light level needed to get from 15 to 7, the spaces where hostile mobs can actually spawn are few and far between, and thus the roofed forest is not all that more dangerous than any other biome, aside from its ability to protect undead mobs from most sunlight damage. This changes considerably with the spawn light level decreased. While a max spawn light level of 0 may be good enough for a plains biome, there are plenty of spots where mobs can still spawn at night in a roofed forest. Likewise, turning the max spawn light level up a few notches makes for far more monsters in the roofed forest during the day.
Why not just use Peaceful difficulty or /gamerule doMobSpawning false?
Many resources are all but removed from the game. Aside from the few mobs found with spawners in /gamerule doMobSpawning false, hostile mobs are impossible to encounter, and their drops become very difficult to obtain. Some, such as ghast tears and slime balls (and, by extention, sticky pistons) are literally impossible to get, and most can only be obtained in very small quantities. With this suggestion, hostile mobs can still be found underground even at minimum max spawn lighting.
Caving becomes minimal risk, high reward. Without the threat of hostile mobs, there is nothing to stop you from walking into a cave and effortlessly extracting all of its resources, removing all challenge from caving and making it not only less difficult but less exciting. This is far less of an issue if one simply turns the spawn lighting down to eliminate nightime surface spawns while still allowing mobs to spawn in pitch-black caves.
Certain items and contraptions become useless. The most obvious offender is food on Peaceful difficulty, but blocks such as glowstone and torches also become far less useful when they are not needed to prevent mobs from spawning. Likewise, various contraptions such as dark-room spawning platforms and grinders, mob sorters, witch farms, and music disc factories become pointless to build without any hostile mobs.
The Nether and the End become far too easy. Aside from the blaze spawners whern using /gamerule doMobSpawning false, there are no other dangerous enemies, and the End is completely harmless after the Enderdragon has been killed. Because they have a light level of zero, they more or less remain as psychotically difficult as ever when changing the light level for spawning.
TL;DR:
Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.
Well, it isn't a bad suggestion, but seems a bit obsolete since most map makers disable natural spawning, and server owners would disable monster spawning in areas all together. So yeah, no support!
Also, don't advertise things like mods and YouTube channels in your posts.
Well, it isn't a bad suggestion, but seems a bit obsolete since most map makers disable natural spawning, and server owners would disable monster spawning in areas all together. So yeah, no support!
Also, don't advertise things like mods and YouTube channels in your posts.
I was only trying to be polite by linking to a mod that played a large role in solidifying my ideas, but unless anyone thinks that I should do otherwise, I will remove the link. Also, there isn't really any practical way to disable mob spawning in only certain areas on a purely vanilla server.
Dammit T_T ! I would say something about the suggestion because it's seems like very interesting but I can't understand the english perfectly and the translators can really confuse long threads like this. Would anyone write down the content briefly,please?
Sure!
Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.
I'll update the TL;DR section with this bit as well. Thanks for the interest!
Links to videos or mods are fine if they are directly related and you aren't asking for downloads or likes or whatever.
I like the idea but will reserve full judgement until I see what others have to say. I will say you should be able to set minimum and maximum levels for each mob. Then you can make so Zombies only spawn in light levels 4-7 and Skeletons 0-7.
Also, it shouldn't be a gamerule, just a command:
/setSpawnLight <mob> <max/min> <number>
Then have clear command on it that resets the level to default. This should be able to be applied anywhere in the command so you can clear just the max or minimum level for a mob, clear both settings for a mob, or clear all settings for all mobs, depending where you add that command.
For TheQuadroFox:
Use commands to change light levels mobs spawn to make the game easier or harder. Make so Zombies only spawn in really dark areas or make them spawn in really bright areas. Good for adventure maps.
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Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.
Also, don't advertise things like mods and YouTube channels in your posts.
I was only trying to be polite by linking to a mod that played a large role in solidifying my ideas, but unless anyone thinks that I should do otherwise, I will remove the link. Also, there isn't really any practical way to disable mob spawning in only certain areas on a purely vanilla server.
Sure!
Basically, I am suggesting a command that can raise or lower the light level for hostile mobs to spawn. This would let you have them spawn in caves but not at night, and make it so that you need to place light sources either more or less frequently than normal, among other things.
I'll update the TL;DR section with this bit as well. Thanks for the interest!
I like the idea but will reserve full judgement until I see what others have to say. I will say you should be able to set minimum and maximum levels for each mob. Then you can make so Zombies only spawn in light levels 4-7 and Skeletons 0-7.
Also, it shouldn't be a gamerule, just a command:
/setSpawnLight <mob> <max/min> <number>
Then have clear command on it that resets the level to default. This should be able to be applied anywhere in the command so you can clear just the max or minimum level for a mob, clear both settings for a mob, or clear all settings for all mobs, depending where you add that command.
For TheQuadroFox:
Use commands to change light levels mobs spawn to make the game easier or harder. Make so Zombies only spawn in really dark areas or make them spawn in really bright areas. Good for adventure maps.
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
Support! This is the #1 thing I want to see added to the game!