The Meaning of Life, the Universe, and Everything.
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4/25/2015
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Seriously though, if the Minecraft team were going to make it possible to move spawners then they would have done so by now. I mean, it is a pretty obvious option. So it is clearly apparent that they don't think it would be fair or even reasonable to allow this ability. It is so clearly OP, and please... just build a tunnel to the darn spawner. It is a crafting game after all.
In any case, there are mods to do that if you really want to play an even easier version of minecraft.
For example, if each zombie spawned cost 1 diamond, how could one cover that cost? I think that's too expensive, but you get the idea.
Then what would be the point? Why would you want to move a spawner? You would only move a spawner to make a grinder, but if it cost stuff to spawn things, then you wouldn't really use it.
For example, if each zombie spawned cost 1 diamond, how could one cover that cost? I think that's too expensive, but you get the idea.
Kind of a weird idea. If anything, this is a classic forced middle ground, which is almost always an idea killer.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Mojang should allow postons to move them, so multiplayer issues wouldnt work, and an above ground mob spawner in survival solo would take A LOT of effort, but be worth it.
The only way spawners could ever be picked up is if they dropped an "empty spawner" (or "spawner cage") block which is purely decorative (or to show how many spawners you've collected while caving), as I implemented in my own version; I added a separate "empty spawner" block which is just a spawner cage, with the option to sue a flint and steel on it to make it emit light and spawner particles:
Note that they still drop XP since they drop a different block from themselves (similar to how ores that drop different items drop XP, but not if they drop themselves):
There, a mob spawner for your base - well, minus the spawner part:
Or you can use them to show off how many spawners you've found (453 in this case, from over 200 dungeons and 60 mineshafts, plus a dozen from a stronghold with spawners added to make it more exciting to explore):
Also, these are some of the spawners you can find in dungeons and elsewhere:
A creeper dungeon - you definitely never want to just rush into a dungeon in this version, plus they'll always spawn mobs within 1 second even if you move out of range and come back since the spawn delay counts down to a minimum of 20 ticks (the initial value when a spawner is placed) even when you are out of range. Creepers also can't blow up spawners so that isn't a way to disable them (otherwise, a single explosion won't destroy the contents of the chests, which is generally more valuable than in vanilla):
A double dungeon (not two dungeons but a type of dungeon with two spawners and 2-3 chests. Each spawner spawns a different mob, zombies and witches in this case):
Another double dungeon (witches and skeletons); you can see how I mined around it in order to place torches inside to light it up as it was otherwise impossible to defeat the mobs pouring from the spawners (plus a cave spider spawner next to it to boot, also churning out mobs faster than in vanilla):
In strongholds you'll find silverfish spawners in the libraries:
...and spawners under the chests in hallways:
Also, IMO, they should nerf spawners so players can't exploit them for farms, which would also enable increasing the spawn rate and types of mobs spawned without unbalancing things (imagine coming across a creeper or witch dungeon, or an enderman dungeon with endermen who attack on sight like most mobs) - I made it so that if they spawn more than about 50 mobs in a row additional mobs only occasionally drop loot or XP (one mob per minute, or nearly 10 times slower than vanilla spawners at their optimal spawn rate), until a recovery period has passed, which is quite long (up to 50000 ticks, which is 2500 seconds):
private void setCooldownThreshold()
{
// Threshold is set for about 50 mobs at a 100% success rate per spawn cycle
this.cooldownThreshold = 50000 - 25 * (this.minSpawnDelay + this.maxSpawnDelay) / this.spawnCount;
}
// Disables mob drops for 60 seconds (1200 ticks) if too many mobs spawn within a short
// period of time, after which a single mob with drops will spawn, repeating the cycle
// until the player moves away
if (this.cooldownCounter > this.cooldownThreshold)
{
entityLiving.disableDrops();
}
else
{
this.cooldownCounter += 1000;
if (this.cooldownCounter > this.cooldownThreshold) this.cooldownCounter = this.cooldownThreshold + 1200;
}
// Called by MobSpawnerBaseLogic to disable dropping of loot and XP
public void disableDrops()
{
this.dropLoot = false;
}
if (this.dropLoot)
{
var1 = this.getExperiencePoints(this.attackingPlayer);
// dropLoot controls whether mobs spawned from spawners drop anything while iron golems only
// drop loot if killed by a player. Witches only drop redstone and glowstone and zombie pigmen
// only drop gold nuggets if killed by a player.
if (this.dropLoot && (this.recentlyHit > 0 || !(this instanceof EntityIronGolem)))
{
if (this instanceof EntityWitch)
{
this.dropWitchItems(this.recentlyHit > 0, looting);
}
else if (this instanceof EntityPigZombie)
{
this.dropPigmanItems(this.recentlyHit > 0, looting);
}
else
{
this.dropFewItems(this.recentlyHit > 0, looting);
}
}
(you have to love the last bit of code as well - yes, you have to kill iron golems, as well as zombie pigmen and witches yourself if you want them to drop valuable loot, Wither skeletons (in their own class, I didn't want to modify the other mob's classes just for this) also only drop coal if a player kills them (and charcoal was nerfed). Not only that, Looting only works if you use a sword to kill the mob - no Looting bow exploits, or using a potion to kill a bunch of mobs, etc)
Mojang even considered something this at one time based on since-removed (and presumably never used) NBT tags for spawners:
1.3.1 12w21a MaxExperience, RemainingExperience, ExperienceRegenTick, ExperienceRegenRate and ExperienceRegenAmount from MobSpawner have now been removed.
Of course, for Creative mode players they should allow pick block to pick up a spawner, including its NBT data if Ctrl is pressed, as you can with chests (spawn eggs will only set the type of mob while they might have additional NBT data that differs from the defaults).
Seriously though, if the Minecraft team were going to make it possible to move spawners then they would have done so by now. I mean, it is a pretty obvious option. So it is clearly apparent that they don't think it would be fair or even reasonable to allow this ability. It is so clearly OP, and please... just build a tunnel to the darn spawner. It is a crafting game after all.
In any case, there are mods to do that if you really want to play an even easier version of minecraft.
For example, if each zombie spawned cost 1 diamond, how could one cover that cost? I think that's too expensive, but you get the idea.
Then what would be the point? Why would you want to move a spawner? You would only move a spawner to make a grinder, but if it cost stuff to spawn things, then you wouldn't really use it.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
This is the idea behind balance. If you want to spawn a mob, you have to pay a price. Sometimes it is worth it, sometimes it is not.
It's like trading with villagers, crafting a beacon, or even smelting a piece of cobblestone. You pay a price and get an output.
Or you could take the time to build a mob grinder... Nevertheless. You just made this completely pointless now. Not everything needs a price.
Not "everything" needs a price, sure, but this is an example of where it would be a great option.
Kind of a weird idea. If anything, this is a classic forced middle ground, which is almost always an idea killer.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
You didn't even state a price. I think for now I'm sticking to my free mob grinders. Only price is a lot of blocks.
Mojang should allow postons to move them, so multiplayer issues wouldnt work, and an above ground mob spawner in survival solo would take A LOT of effort, but be worth it.
The only way spawners could ever be picked up is if they dropped an "empty spawner" (or "spawner cage") block which is purely decorative (or to show how many spawners you've collected while caving), as I implemented in my own version; I added a separate "empty spawner" block which is just a spawner cage, with the option to sue a flint and steel on it to make it emit light and spawner particles:
There, a mob spawner for your base - well, minus the spawner part:
Or you can use them to show off how many spawners you've found (453 in this case, from over 200 dungeons and 60 mineshafts, plus a dozen from a stronghold with spawners added to make it more exciting to explore):
Also, these are some of the spawners you can find in dungeons and elsewhere:
A creeper dungeon - you definitely never want to just rush into a dungeon in this version, plus they'll always spawn mobs within 1 second even if you move out of range and come back since the spawn delay counts down to a minimum of 20 ticks (the initial value when a spawner is placed) even when you are out of range. Creepers also can't blow up spawners so that isn't a way to disable them (otherwise, a single explosion won't destroy the contents of the chests, which is generally more valuable than in vanilla):
A double dungeon (not two dungeons but a type of dungeon with two spawners and 2-3 chests. Each spawner spawns a different mob, zombies and witches in this case):
Another double dungeon (witches and skeletons); you can see how I mined around it in order to place torches inside to light it up as it was otherwise impossible to defeat the mobs pouring from the spawners (plus a cave spider spawner next to it to boot, also churning out mobs faster than in vanilla):
In strongholds you'll find silverfish spawners in the libraries:
...and spawners under the chests in hallways:
Also, IMO, they should nerf spawners so players can't exploit them for farms, which would also enable increasing the spawn rate and types of mobs spawned without unbalancing things (imagine coming across a creeper or witch dungeon, or an enderman dungeon with endermen who attack on sight like most mobs) - I made it so that if they spawn more than about 50 mobs in a row additional mobs only occasionally drop loot or XP (one mob per minute, or nearly 10 times slower than vanilla spawners at their optimal spawn rate), until a recovery period has passed, which is quite long (up to 50000 ticks, which is 2500 seconds):
Mojang even considered something this at one time based on since-removed (and presumably never used) NBT tags for spawners:
Of course, for Creative mode players they should allow pick block to pick up a spawner, including its NBT data if Ctrl is pressed, as you can with chests (spawn eggs will only set the type of mob while they might have additional NBT data that differs from the defaults).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?