The Meaning of Life, the Universe, and Everything.
Join Date:
4/23/2020
Posts:
56
Location:
Somewhere I think...
Minecraft:
Liam8788
Member Details
I have been happy with the mob spawners we've had so far. But now with 1.16 coming up, I think a few new spawners should be added. I know there will be a lot of people who will disagree with me though. But with new spawners, we could build all sorts of new, simpler farms. Give your opinion in the poll or the comments!
I think the new standard is creating set zones where a certain type of mob can spawn (e.g. ocean monument zones spawning guardians and pillager outposts spawning pillagers), and I personally prefer this new standard to mob spawner cages since if the cage is accidentally destroyed, it can never be recovered, whereas spawning zones last forever.
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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 have been happy with the mob spawners we've had so far. But now with 1.16 coming up, I think a few new spawners should be added. I know there will be a lot of people who will disagree with me though. But with new spawners, we could build all sorts of new, simpler farms. Give your opinion in the poll or the comments!
I don't think simplify farming is a direction Mojang want Minecraft to go.
If you want simple farming, go modded. Or create your own spawners in creative mode.
I don't think simplify farming is a direction Mojang want Minecraft to go.
If you want simple farming, go modded. Or create your own spawners in creative mode.
Indeed, this is why I nerfed mob spawners in TMCW so they can only spawn a limited number of mobs (around 50) before they stop dropping anything with a long recovery period, which helps balance out the fact that they are much more common (for example, desert temples can have 2 spawners, strongholds have spawners in the chest corridors and libraries, and there are larger dungeon variants with 2 spawners) and spawn many more types of mobs (including endermen, creepers, and witches) at a far faster rate (vanilla is WAY too slow - up to 40 seconds between spawn attempts and this is likely in part to help balance them out).
The same goes for general mob spawning - only 1/4 of chunks attempt to spawn a pack of mobs per spawn cycle (instead of every chunk), and if the mob cap can't be maintained (mob farms intentionally try to stay below the cap in order to maximize spawn rates) the number of individual spawn attempts is reduced by a factor of 3 (from 12 to 4) for an overall reduction of up to 12-fold (this has no noticeable effect on normal spawning on the surface at night or in caves due to the number of spawn attempts the game still makes; if anything, I kill substantially more mobs than in vanilla because they are more concentrated around the player).
Mobs also can't ever spawn above the Nether ceiling at all since I hardcoded the range in as 1-125 in the Nether, not that you'd want to build a farm up there since you'll take damage as if in the void and I patched bedrock-breaking exploits by making it impossible for most code to replace bedrock at the lowest level of data access (all the exploits are caused by a lack of proper checks when changing/placing blocks, for example, dark oaks used to be able to replace bedrock because they did not check if a block was air or leaves when generating branches), and the (de)spawn radius only takes horizontal distance into account (it is pointless to build high up since mobs will still spawn down to bedrock).
You also need to directly attack a mob in order for Looting to have any effect (you already had to be linked to the cause of death, e.g. burning from Fire Aspect does not count since fire damage is not associated with an attacker, but I made it so you have to be the direct cause, eliminating things like "Looting bows", where the arrow stores the entity that fired it), and mobs like iron golems only drop loot if directly killed by a player. This includes endermen, which also have 1/5 the drop rate in the End or when spawned from a spawner (I've also made endermen spawned from a spawner automatically aggro on sight, like most other hostile mobs, if the player gets too close to them as otherwise they present little challenge).
Note that many of these are fixes for things that Mojang considers to be actual bugs, such as breaking bedrock or Looting bows, or they have tried nerfing in the past (spawners used to have NBT tags suggesting that they tried nerfing at least XP from them and in a 1.8 snapshot they made iron golems only drop iron if a player kills them, which was reverted because of the backlash from the community, even though iron farms were still possible - you just had to put in some actual work beyond the initial construction, just like anything in real life). Otherwise, mob spawners were added to spawn mobs in situations where natural spawning in insufficient (unlike natural spawning they spawn mobs when a player is nearby and have an independent mob cap within a small area around them).
The Meaning of Life, the Universe, and Everything.
Join Date:
4/23/2020
Posts:
56
Location:
Somewhere I think...
Minecraft:
Liam8788
Member Details
As I said, there will be people who will agree with me, but there will also be a lot who disagree with me, and I respect everyone’s opinions, but I still stand by mine.
Spawners generally are no good. The requirement of player to be within 16 blocks ties you on a VERY short leash to the spot. The spawn rate is generally quite low and you only get a single mob type. The multiplatform dark spawner I usually build high above an ocean is massively better. With properly tuned mob flush, it is a non-stop rain of all sorts of mobs. You would need 6-7 spawners next to each other to get anywhere close to a well-built darkroom output. A single structure gets me insane quantity of bones, rotten flesh, arrows, gunpowder, string and bows. Plus healthy amounts of spider eyes, ender pearls and various witch drops. Popping a small window in the kill chamber side let me collect all 12 music discs in about 10 minutes.
If I locate a spawner caving/mining, I just place torches and seal it back up. Only exception is the funnel style blaze spawner farm I built to get blaze rods.
I have been happy with the mob spawners we've had so far. But now with 1.16 coming up, I think a few new spawners should be added. I know there will be a lot of people who will disagree with me though. But with new spawners, we could build all sorts of new, simpler farms. Give your opinion in the poll or the comments!
I think the new standard is creating set zones where a certain type of mob can spawn (e.g. ocean monument zones spawning guardians and pillager outposts spawning pillagers), and I personally prefer this new standard to mob spawner cages since if the cage is accidentally destroyed, it can never be recovered, whereas spawning zones last forever.
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 don't think simplify farming is a direction Mojang want Minecraft to go.
If you want simple farming, go modded. Or create your own spawners in creative mode.
Indeed, this is why I nerfed mob spawners in TMCW so they can only spawn a limited number of mobs (around 50) before they stop dropping anything with a long recovery period, which helps balance out the fact that they are much more common (for example, desert temples can have 2 spawners, strongholds have spawners in the chest corridors and libraries, and there are larger dungeon variants with 2 spawners) and spawn many more types of mobs (including endermen, creepers, and witches) at a far faster rate (vanilla is WAY too slow - up to 40 seconds between spawn attempts and this is likely in part to help balance them out).
The same goes for general mob spawning - only 1/4 of chunks attempt to spawn a pack of mobs per spawn cycle (instead of every chunk), and if the mob cap can't be maintained (mob farms intentionally try to stay below the cap in order to maximize spawn rates) the number of individual spawn attempts is reduced by a factor of 3 (from 12 to 4) for an overall reduction of up to 12-fold (this has no noticeable effect on normal spawning on the surface at night or in caves due to the number of spawn attempts the game still makes; if anything, I kill substantially more mobs than in vanilla because they are more concentrated around the player).
Mobs also can't ever spawn above the Nether ceiling at all since I hardcoded the range in as 1-125 in the Nether, not that you'd want to build a farm up there since you'll take damage as if in the void and I patched bedrock-breaking exploits by making it impossible for most code to replace bedrock at the lowest level of data access (all the exploits are caused by a lack of proper checks when changing/placing blocks, for example, dark oaks used to be able to replace bedrock because they did not check if a block was air or leaves when generating branches), and the (de)spawn radius only takes horizontal distance into account (it is pointless to build high up since mobs will still spawn down to bedrock).
You also need to directly attack a mob in order for Looting to have any effect (you already had to be linked to the cause of death, e.g. burning from Fire Aspect does not count since fire damage is not associated with an attacker, but I made it so you have to be the direct cause, eliminating things like "Looting bows", where the arrow stores the entity that fired it), and mobs like iron golems only drop loot if directly killed by a player. This includes endermen, which also have 1/5 the drop rate in the End or when spawned from a spawner (I've also made endermen spawned from a spawner automatically aggro on sight, like most other hostile mobs, if the player gets too close to them as otherwise they present little challenge).
Note that many of these are fixes for things that Mojang considers to be actual bugs, such as breaking bedrock or Looting bows, or they have tried nerfing in the past (spawners used to have NBT tags suggesting that they tried nerfing at least XP from them and in a 1.8 snapshot they made iron golems only drop iron if a player kills them, which was reverted because of the backlash from the community, even though iron farms were still possible - you just had to put in some actual work beyond the initial construction, just like anything in real life). Otherwise, mob spawners were added to spawn mobs in situations where natural spawning in insufficient (unlike natural spawning they spawn mobs when a player is nearby and have an independent mob cap within a small area around them).
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?
As I said, there will be people who will agree with me, but there will also be a lot who disagree with me, and I respect everyone’s opinions, but I still stand by mine.
Spawners generally are no good. The requirement of player to be within 16 blocks ties you on a VERY short leash to the spot. The spawn rate is generally quite low and you only get a single mob type. The multiplatform dark spawner I usually build high above an ocean is massively better. With properly tuned mob flush, it is a non-stop rain of all sorts of mobs. You would need 6-7 spawners next to each other to get anywhere close to a well-built darkroom output. A single structure gets me insane quantity of bones, rotten flesh, arrows, gunpowder, string and bows. Plus healthy amounts of spider eyes, ender pearls and various witch drops. Popping a small window in the kill chamber side let me collect all 12 music discs in about 10 minutes.
If I locate a spawner caving/mining, I just place torches and seal it back up. Only exception is the funnel style blaze spawner farm I built to get blaze rods.