Talk:Monster Spawner/Archive 2 - minecraft.fandom.com

Jump to navigation Jump to search
Treść tej podstrony pochodzi z artykułu „Talk:Monster Spawner/Archive 2” w domenie minecraft.fandom.com na licencji CC BY-NC-SA 3.0
This page is an archive of past discussions. Do not edit the contents of this page. 
If you wish to start a new discussion or revive an old one, please do so on the current talk page.

Blaze spawners have a glitched active range.

I have confirmed in 1.6.2 on SMP and SSP, that blaze spawners are not always active when within 16 blocks of the spawner block. The cage will light on and spin correctly when in that range, but does not necessarily spawn new mobs. The horizontal range seems to act correctly, but vertical distance is glitched. You need to be about 14.5 blocks below the spawner, or 17.5 blocks above the spawner for it to make new mobs.

It appears that the 16 block radius is shifted focus above the actual spawner. This only affects blazes and I can confirm that my distances are correct, because I used a mini map way-point.--71.185.114.250 15:10, 24 July 2013 (UTC)

This bug has been on the tracker for a while now: MC-13381. It seems to me that visual spawner activity (light, spinning) is determined by your head's distance from the spawner block, while its generation of mobs is triggered by your feet being within range (the F3 screen gives you both). Thus, it does kind of matter horizontally (see screenshots in the bug report). Plus, I suspect that this is an issue with every type of spawner; at least it is easily reproducible with a pig spawner in creative single player. It's most annoying with blazes, because of the funnel-shaped XP farm design ... Thilo77 22:55, 22 August 2013 (UTC)

yeah i've noticed that after i've built the grinder - they aren' spawning at 16 blocks below in 1.7.294.143.240.176 12:50, 18 February 2014 (UTC)

The spawning range seems to be 16 blocks from the center of the spawner block, so spawning can only be expected when the player's feet are no more than 15.5 blocks below the bottom of the spawner block. BTW, the bug mentioned above seems to be fixed in current snapshots (14w04a and later) - now the spawner's visual activity and the generation of mobs seem to be consistent (the feet pos, now the only player coordinates available in the F3 screen, triggers both). This doesn't make an actual difference for the generation of mobs, but players are no longer lured into waiting endlessly for blazes (too far) below a visually active blaze spawner. --Thilo77 (talk) 21:41, 21 February 2014 (UTC)

Monster spawned on PE

I just got the update and was messing around with monster spawners. If one of the mobs is spawned on top of the spawner, they all will be at that same level. I don't know if this is a bug only on PE or in all of the games. 50.80.134.121 07:11, 11 July 2014 (UTC)

Changes in 1.8

I've heard in a 1.8 review that not only the exclusion zone was reduced, but the spawning zone was also increased to 9x9. --Morenohijazo 21:26, 6 September 2014 (UTC)

The exclusion zone was fixed to allow Y values to be set by the range, rather than always being 4. As for the spawning zone, there was a bug fixed that would seem to change that, but it does not seem to be true. --KnightMiner (t|c) 20:17, 6 September 2014 (UTC)
I take that back, in my spawner test area I found zombies within a 9x9 area, it seems that was fully fixed. --KnightMiner (t|c) 20:25, 6 September 2014 (UTC)
The exclusion zone was reduced horizontally from being twice the spawn range to being the same as the spawn range; the Y change came later. The spawning zone was adjusted to be horizontally centered on the center of the block rather than on the northwest corner, so instead of being -4 to +3 (8 blocks) it's -3.5 to +3.5 (still 8 blocks, but "rounds" to 9). Anomie x (talk) 22:12, 6 September 2014 (UTC)

Squids!

How do you get other spawners like squid or Iron Golem? I saw it in a map. Hehe, you need a WorldEdit program like MCEdit. Follow this tutorial: http://www.youtube.com/watch?v=8dRidXHMYRE --NecropoGames 13:36, 16 August 2013 (UTC)

Bro... c'mon. You can just right click a spawner with a spawn egg and it becomes a spawner of that mob. Iron golems... I dunno though. There's probably commands for it, I don't think you need MCEdit to do it. At least what I'm talking about works in Pocket Edition, mob eggs and stuff. Bubblespluscream (talk) 01:53, 3 October 2015 (UTC)

I'd don't think iron golem spawners can be created without mods. The BlobsPaper JE2 BE2 01:57, 3 October 2015 (UTC)


Nah, you can do it with very specific commands, I used to code maps and I used to make mob spawners that would spawn a chicken riding a skeleton with a pumpkin head or whatever. If you know the commands, you can do just about anything. This one places one below you /execute @p ~ ~ ~ /setblock ~ ~ ~ mob_spawner 1 0 {EntityId:VillagerGolem} --Hambo325 (talk) 18:25, 20 October 2017 (UTC)

Light

How much light do spawners emit in pocket edition?75.165.49.48 02:02, 28 January 2015 (UTC)

Drops

Monster spawners drop nothing, but the digging table indicates that it does. Experience doesn't count because it is not an item. Besides, you would get much more experience by letting it spawn mobs and killing the mobs.75.165.49.48 02:02, 28 January 2015 (UTC)

No, it is correct, just because there are better ways of getting experience does not mean it drops nothing. All the other blocks that drop nothing will yield exactly nothing, not even experience. KnightMiner (t·c) 02:15, 28 January 2015 (UTC)

Rename to "Mob Spawner"

I propose the page be renamed to "Mob Spawner" rather than the existing "Monster Spawner", simply because the code easily exists in the game for mob spawners to spawn any sort of mob, not exclusively monsters, while they only appear in the world as monster spawners. –Preceding unsigned comment was added by 73.43.144.74 (talk) at 1:20, 03 March 2015 (UTC). Please sign your posts with ~~~~

 Disagree: We name article based on in game name, and if you either check the .lang file or give yourself one ingame, it displays the name of "Monster Spawner". KnightMiner t/c 01:31, 3 March 2015 (UTC)

Kinds Of Mobs

Uh I need a little help on how to switch mobs from pigs to well anything just HELP!!!! PLZ!!!!--Hhawa (talk) 17:55, 26 November 2013 (UTC)

Keep in mind this involves replacing the spawners, not changing their tags. Try
/setblock ~0 ~-1 ~-3 mob_spawner 0 replace {EntityId:Skeleton,SpawnRange:3,SpawnCount:4,MaxNearbyEntities:10,RequiredPlayerRange:10,MinSpawnDelay:200,MaxSpawnDelay:800}
Or if you want to keep it simple just replace everything in the brackets with "EntityId:Zombie". Long commands may require using command blocks (which in turn requires creative mode). Also these commands won't replace a block with the same type of block so you need to either pick a new spot or break the pig spawners. 24.68.154.229 07:13, 3 January 2014 (UTC)

Don't forget that most mobs have weird Entity ID Tags like for the Iron Golem, it's "VillagerGolem" so you might have to look some up --Hambo325 (talk) 18:28, 20 October 2017 (UTC)

Rewrite for Style

This page is the last one that needs to be rewritten in the blocks category of the Rewrite for Style project. I think that much of the technical details do not really need to be in the Usage section. E.g. the following text is very technical and many users will probably not need to know the spawning algorithm to such specific depth: While mobs are spawned at fractional x and z-coordinates (i.e. not aligned to blocks), they are spawned at an integer y-coordinate. Horizontally, a mob can spawn with its center point anywhere within the 8×8 range, but vertically, mobs will spawn with their legs at either the same layer as the spawner block, one block above it, or one block below it. However, some of this more technical information could still be useful, albeit perhaps in a subpage or tutorial rather than on the page itself. Thoughts? GoandgooTalk
Contribs
08:04, 8 June 2015 (UTC)

People do need that level of detail. I can't recall how many times I've had to refer to that level of technical information from forum or reddit posts where someone is asking (or spouting nonsense about) how exactly stuff works. OTOH, there may not be a need for two sentences that say the same thing in different words as in your example. If you insist on moving it to some other article, please make sure it's extremely clear in this article where that other article might be. Anomie x (talk) 11:18, 8 June 2015 (UTC)
Are there any other thoughts on this from other people? GoandgooTalk
Contribs
07:27, 13 June 2015 (UTC)
I think that the technical info at I on is needed as I do not want to have to look through MCP to find out details such as the exact spawn range of a spawner. However, the usage sections shouldn't have this level of detail. I would suggest moving the technical information to a new section named, for example, 'mechanics' or 'technical information', but keeping so me basic idea info in the usage section, e.g. 'The monster spawner spawns mobs in an 8*8*3 area around it when the player is within 16 blocks'; the tables, differences in mob centres etc. would be moved. FM22 (talk) 08:56, 13 June 2015 (UTC)
I mostly agree with FM22. I would personally suggest leading the usage section with a few basic details (spawn area size, cap, number spawned at once, etc.) and any details not related to spawning (transparency uniqueness, spawn eggs, etc.). After that, I would use either using a subsection or additional section to describe more advance details, such as the failure percentage and more advance description of the spawn cycle. KnightMiner t/c 13:43, 13 June 2015 (UTC)
 Agree That makes sense FM22 (talk) 14:36, 13 June 2015 (UTC)
 Agree 71.212.10.80 13:49, 13 June 2015 (UTC)
 Agree. –LauraFi - talk 18:03, 13 June 2015 (UTC)

You can or you can't in creative?

The page contradicts itself by saying first, "It is also not in the creative inventory, except in Pocket Edition, and as such must be obtained with commands" in Obtaining, paragraph 2, but in paragraph 2 of Usage says, "Spawners can be found in the player's inventory in Creative mode, and when placed will spawn pigs in computer edition, or will appear empty in Pocket Edition." History says nothing about this subject, except for Pocket Edition. So who's right? Can you obtain them in Creative? Or does it differ between updates?

Thanks,

Minceraft001 (talk) 17:55, 4 October 2015 (UTC)

It is not in the creative inventory, that part is correct. The other line most likely was referencing the common misbelief that commands only work in creative mode. I fixed it. KnightMiner t/c 00:20, 5 October 2015 (UTC)