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Hello there you magnificent blocks  o/

Today I want to ask for your opinion on the passive mob spawners.
In a previous post, I´ve mentioned the plan to introduce you via Mobspawners, to balance the named mobs vs entities per area. 

Things i want to achieve with this:

  • greater Patreon recognition/ rewarding
  • Including every Patreon of the past year to remember everyone that supported me and this project undetermined if subbed or not subbed anymore

The plan is to release within the next maps a "Wildlife" update, that would force to bring a dozen of animals back into the world more easily via spawners

  • Cows
  • Sheeps
  • Pigs
  • Chicken
  • Foxes
  • Horses
  • Donkeys
  • Wolfs
  • Ocelots
  • Turtles
  • Llamas
  • Pandas
  • Polar Bears
  • Goats

This is due to how Minecraft generates these mobs on chunk generation primarily and from there every 400 ticks it checks for new opportunities if the passive mobcap isn't filled. Which can happen during the first playthroughs and me flying through the world. Thats why they are probably so spread out and some have quite a time to find them.


My current thought would be:

  • vanilla unnamed mob spawners in the wild +
  • plus one big spawner that summons every mob type with every name.
  • or have a mix of named and unnamed spawners in the world

The issues / my worries:

  • (With one single big spawner) Making it too easy and un-engaging to search for all the mobs across the world
  • (With one single big spawner) Creating these spawners is pretty hard to realize, so far to even create a python program (by awhikax) to create the data pack to create the "one" spawner, that has to be imported to vanilla, and then "structurized" to implement in world painter
  • Performance issues for servers
  • Passive Mobs don't despawn
  • Content theft (i would sneak in some fany notices that this map was done by the one and only... magic man)

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