Why not just make mob spawners blast-resistant then?
1. I don't think Minecraft in its current state can handle dynamic mobs like that. I say that whilst aware that Optifine allows multiple mob colors to exist.
2. So most of the time they'll have a blast resistance less than grass? Or less than (cobble)stone? It seems like they'd have a hard time surviving in the wild. That means they'd have to either be rare, or they couldn't survive at all.
3. This would be easily exploitable, and it seems redundant if the whole purpose is to allow creepers to spawn from spawners. Then everyone would focus primarily on gunpowder production.
And I think creepers spawning from spawners is redundant now since Mojang is improving structure locations so much that mobs can now spawn there forever even if the structure is torn down.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
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If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
And I think creepers spawning from spawners is redundant now since Mojang is improving structure locations so much that mobs can now spawn there forever even if the structure is torn down.
I'm not sure how this relates to the suggestion, or if I clearly understand what you are saying; mobs have always been able to spawn independently of physical structures, only requiring the structure's bounding box to be present (prior to 1.6.4 the bounding box was recreated from scratch every time you loaded the world, though this meant that any changes to world generation could change the location so mobs would now spawn outside of the physical structure. This was fixed in 1.6.4 by saving it so people could update their worlds to 1.7 and not have witch farms, etc break).
Also, no structures that I know of include creepers in their spawn lists, and natural spawning has many issues of its own, mainly that it relies on an entirely random chance that mobs will spawn within the structure (I've never seen a witch spawn in a witch hut; the chance that one will spawn in such a small structure is minuscule in comparison to the surrounding surface/caves), and they can't spawn within 24 blocks of a player or independently of whether the global mob cap has been reached.
That said, my own mod has creeper dungeons and other spawners and makes spawners explosion-resistant by increasing their blast resistance, the most obvious solution to this issue, while creepers themselves have the same destructive power (spawners were also modified so that after spawning too many mobs within a time period further mobs no longer drop any loot or XP to discourage players from using them for farms, which IMO is part of the reason why they spawn so slowly and only spawn "common" mobs in vanilla - mob farms should never be a factor in balancing features).
I agree with Jancrash. This a ridiculously big nerf to solve a problem that could just as easily be solved by upping the blast resistance of the spawner.
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I'm not sure how this relates to the suggestion, or if I clearly understand what you are saying; mobs have always been able to spawn independently of physical structures, only requiring the structure's bounding box to be present (prior to 1.6.4 the bounding box was recreated from scratch every time you loaded the world, though this meant that any changes to world generation could change the location so mobs would now spawn outside of the physical structure. This was fixed in 1.6.4 by saving it so people could update their worlds to 1.7 and not have witch farms, etc break).
You understood it. I forgot about structures like Nether Fortresses spawning unique Wither Skeletons since 1.4.2. My post was in reference to a bugfix I saw in either a 1.15 or 1.16 snapshot where somebody had problems with either an ocean monument or pillager outpost corrupting and either not spawning in the proper area or spawning in corrupted chunks in a different world altogether.
Then again, it's been a while since I read that, and it did randomly pop back into my head. So I could be completely wrong.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I agree with Jancrash. This a ridiculously big nerf to solve a problem that could just as easily be solved by upping the blast resistance of the spawner.
Why not just make mob spawners blast-resistant then?
1. I don't think Minecraft in its current state can handle dynamic mobs like that. I say that whilst aware that Optifine allows multiple mob colors to exist.
2. So most of the time they'll have a blast resistance less than grass? Or less than (cobble)stone? It seems like they'd have a hard time surviving in the wild. That means they'd have to either be rare, or they couldn't survive at all.
3. This would be easily exploitable, and it seems redundant if the whole purpose is to allow creepers to spawn from spawners. Then everyone would focus primarily on gunpowder production.
And I think creepers spawning from spawners is redundant now since Mojang is improving structure locations so much that mobs can now spawn there forever even if the structure is torn down.
1) There would also be normal creepers.
2) Spawners may be more blast resistant, but what about the dungeon itself? What about the treasure chests if any? Ideally moss stone should also be made stronger, or else creepers spawned from spawners should be too weak for stone (and those in air maybe too weak for anything except items and players).
3) Beyond spawners, this also allows biomic variants of creepers that match the area. So End creepers, spawning only in End highlands or midlands, would be stronger than normal, while those in the Nether Wastes might be very weak, and ones found on obsidian in caves deadly at a glance.
It's not so much about nerfing as it is about introducing variety, and as well different creepers may drop different things - ones underwater in monuments prismarine shards, those on trees leaves and vines, etc.
The complaint I was expecting to see and haven't is that people wouldn't want creepers ubiquitous the way endermen are.
Biomic creepers, with a twist.
1) Take on the colour of the block they spawn on
2) Take on the blast strength that is just less than the blast resistance of the block they spawn on
3) Drop items based off the block they spawn on (e.g. grass drops saplings or seeds)
The main purpose of these is to allow creepers to spawn from mob spawners without destroying the dungeon or the mob spawner block.
Why not just make mob spawners blast-resistant then?
1. I don't think Minecraft in its current state can handle dynamic mobs like that. I say that whilst aware that Optifine allows multiple mob colors to exist.
2. So most of the time they'll have a blast resistance less than grass? Or less than (cobble)stone? It seems like they'd have a hard time surviving in the wild. That means they'd have to either be rare, or they couldn't survive at all.
3. This would be easily exploitable, and it seems redundant if the whole purpose is to allow creepers to spawn from spawners. Then everyone would focus primarily on gunpowder production.
And I think creepers spawning from spawners is redundant now since Mojang is improving structure locations so much that mobs can now spawn there forever even if the structure is torn down.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'm not sure how this relates to the suggestion, or if I clearly understand what you are saying; mobs have always been able to spawn independently of physical structures, only requiring the structure's bounding box to be present (prior to 1.6.4 the bounding box was recreated from scratch every time you loaded the world, though this meant that any changes to world generation could change the location so mobs would now spawn outside of the physical structure. This was fixed in 1.6.4 by saving it so people could update their worlds to 1.7 and not have witch farms, etc break).
Also, no structures that I know of include creepers in their spawn lists, and natural spawning has many issues of its own, mainly that it relies on an entirely random chance that mobs will spawn within the structure (I've never seen a witch spawn in a witch hut; the chance that one will spawn in such a small structure is minuscule in comparison to the surrounding surface/caves), and they can't spawn within 24 blocks of a player or independently of whether the global mob cap has been reached.
That said, my own mod has creeper dungeons and other spawners and makes spawners explosion-resistant by increasing their blast resistance, the most obvious solution to this issue, while creepers themselves have the same destructive power (spawners were also modified so that after spawning too many mobs within a time period further mobs no longer drop any loot or XP to discourage players from using them for farms, which IMO is part of the reason why they spawn so slowly and only spawn "common" mobs in vanilla - mob farms should never be a factor in balancing features).
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?
I agree with Jancrash. This a ridiculously big nerf to solve a problem that could just as easily be solved by upping the blast resistance of the spawner.
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
You understood it. I forgot about structures like Nether Fortresses spawning unique Wither Skeletons since 1.4.2. My post was in reference to a bugfix I saw in either a 1.15 or 1.16 snapshot where somebody had problems with either an ocean monument or pillager outpost corrupting and either not spawning in the proper area or spawning in corrupted chunks in a different world altogether.
Then again, it's been a while since I read that, and it did randomly pop back into my head. So I could be completely wrong.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
1) There would also be normal creepers.
2) Spawners may be more blast resistant, but what about the dungeon itself? What about the treasure chests if any? Ideally moss stone should also be made stronger, or else creepers spawned from spawners should be too weak for stone (and those in air maybe too weak for anything except items and players).
3) Beyond spawners, this also allows biomic variants of creepers that match the area. So End creepers, spawning only in End highlands or midlands, would be stronger than normal, while those in the Nether Wastes might be very weak, and ones found on obsidian in caves deadly at a glance.
It's not so much about nerfing as it is about introducing variety, and as well different creepers may drop different things - ones underwater in monuments prismarine shards, those on trees leaves and vines, etc.
The complaint I was expecting to see and haven't is that people wouldn't want creepers ubiquitous the way endermen are.