If you want to create a seemingly random spawn system - hence the suggestion of the spawner in the first place - you can create randomisers with redstone to create a similar effect, allowing you to randomise the types of mobs spawned, the number, and the rate.
...Or you could slap one block down and call it a day.
I'd love spawner blocks but they'd be useless in Xbox 360. The game itself is already too buggy.. it's so buggy even the main menu freezes and they haven't done a thing to fix that
Dispensers and creative Redstone activation mechanisms.
I've done that. There are several issues with it:
-The entire device can be made inoperable by breaking the RS circuit (mining the Pressure plate, destroying the string in a "player-detector" etc.)
-The player can linger in an area unmolested for long as they want just as long as they don't hit the activation switch.
-If the dispenser is hooked up to a one-time only activation switch, and runs off a clock thereafter, the number of mobs that can be "spawned" from it is limited by the dispenser's inventory. Once that runs out, that's it. The clock will run long after the player was left the area and long before they return to it. Even worse, if the MOBS hit cap, the rest of the spawn eggs are wasted.
So, sure, these devices work... but they are no substitute for actual Spawner blocks.
-The entire device can be made inoperable by breaking the RS circuit (mining the Pressure plate, destroying the string in a "player-detector" etc.)
-The player can linger in an area unmolested for long as they want just as long as they don't hit the activation switch.
-If the dispenser is hooked up to a one-time only activation switch, and runs off a clock thereafter, the number of mobs that can be "spawned" from it is limited by the dispenser's inventory. Once that runs out, that's it. The clock will run long after the player was left the area and long before they return to it. Even worse, if the MOBS hit cap, the rest of the spawn eggs are wasted.
So, sure, these devices work... but they are no substitute for actual Spawner blocks.
These, and setting up such a confounded device takes far longer than putting down a block or two; and players can willingly shut down or restart spawners with ease.
Spawned blocks would be a great edition to the items that can be obtained in creative mode. I have been wanting to create my own dungeons but that's not possible to make it authentic without the actual spawned blocks. Please add them in and I could create my own dungeons thanks.
I would rather see the ability to pick them up using silk touch so we could move them to a more convenient surface location for XP grinders. That would be useful in survival.
I would rather see the ability to pick them up using silk touch so we could move them to a more convenient surface location for XP grinders. That would be useful in survival.
The problem isn't 'giving' us spawners, as this is quite doable, from the creative menu, the problem is that spawners need to have a number of NBT tags set on them to function properly. You see 'spawners', is really just 1 block, but depending on what it has for NBT tags depicts what it will spawn, how frequently, size, armor/weapon modifiers, ect. This isn't really something that the creative menu was designed to do, as it simply pools together blocks, and items, but a spwner is a really unique item, they would need to 'add' special code that would show different types of spawners to us, and set the nbt stuff when we select it from the menu. However if even 1 tag is wrong, the spawner would fail to work, or spawn something all together unexpected. This is why even the PC version doesn't have spawners within its creative menu. I'm not saying its not doable, just that its a very unique item and might not be worth the hassle. However it would be something 'we' have that the pc doesn't without TMI or NEI.
Despite not being in the inventory, they still can be summoned and customized using spawn eggs in vanilla play. I'm not asking for a baby zombie pigman wearing level XIX armour with a Bane enchantmentlevel.128 sword riding a chicken spawner, but one that spawned pigmen and other basic mobs would be nice. Yes, they need a lot of data tags, but so do other things. Wool has 16; note blocks have 25(?), and chests have...a lot.
If you want spawners in the creative inventory please comment on and share this forum.
...Or you could slap one block down and call it a day.
Stay fluffy~
What if you wanted to create a minigame with mobs....
Dispensers and creative Redstone activation mechanisms.
Even so, having a spawner saves a lot of time and work, and would be more beneficial in given situations over dispensers.
Stay fluffy~
I'd love spawner blocks but they'd be useless in Xbox 360. The game itself is already too buggy.. it's so buggy even the main menu freezes and they haven't done a thing to fix that
I've done that. There are several issues with it:
-The entire device can be made inoperable by breaking the RS circuit (mining the Pressure plate, destroying the string in a "player-detector" etc.)
-The player can linger in an area unmolested for long as they want just as long as they don't hit the activation switch.
-If the dispenser is hooked up to a one-time only activation switch, and runs off a clock thereafter, the number of mobs that can be "spawned" from it is limited by the dispenser's inventory. Once that runs out, that's it. The clock will run long after the player was left the area and long before they return to it. Even worse, if the MOBS hit cap, the rest of the spawn eggs are wasted.
So, sure, these devices work... but they are no substitute for actual Spawner blocks.
These, and setting up such a confounded device takes far longer than putting down a block or two; and players can willingly shut down or restart spawners with ease.
Stay fluffy~
Spawned blocks would be a great edition to the items that can be obtained in creative mode. I have been wanting to create my own dungeons but that's not possible to make it authentic without the actual spawned blocks. Please add them in and I could create my own dungeons thanks.
I would rather see the ability to pick them up using silk touch so we could move them to a more convenient surface location for XP grinders. That would be useful in survival.
That would be far too overpowered.
Stay fluffy~
The problem isn't 'giving' us spawners, as this is quite doable, from the creative menu, the problem is that spawners need to have a number of NBT tags set on them to function properly. You see 'spawners', is really just 1 block, but depending on what it has for NBT tags depicts what it will spawn, how frequently, size, armor/weapon modifiers, ect. This isn't really something that the creative menu was designed to do, as it simply pools together blocks, and items, but a spwner is a really unique item, they would need to 'add' special code that would show different types of spawners to us, and set the nbt stuff when we select it from the menu. However if even 1 tag is wrong, the spawner would fail to work, or spawn something all together unexpected. This is why even the PC version doesn't have spawners within its creative menu. I'm not saying its not doable, just that its a very unique item and might not be worth the hassle. However it would be something 'we' have that the pc doesn't without TMI or NEI.
Despite not being in the inventory, they still can be summoned and customized using spawn eggs in vanilla play. I'm not asking for a baby zombie pigman wearing level XIX armour with a Bane enchantmentlevel.128 sword riding a chicken spawner, but one that spawned pigmen and other basic mobs would be nice. Yes, they need a lot of data tags, but so do other things. Wool has 16; note blocks have 25(?), and chests have...a lot.
Stay fluffy~
Yes I would like that Bc I want to have igs that means Iron golloms spaners and u have to silk tuch the spaners to get them in survival mod
That would be a great update