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Update Monster Spawners!

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  • 8
    Registered User commented
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    I agree that dungeons are clearly lacking. I remember a mod that added temporary spawners, as in ones that spawned a specific number of mobs then dissapeared. This is a good solution to adding spawners to more structures to add difficulty as it doesnt creep the ability to make mob farms and can allow for the possibility of drowned or creeper spawners which would otherwise be too op.
    To add, dungeons are still a bit special even late game due to the chance to find enchanted golden apples so we should have more super rate uncraftable items like that to encourage more exploring and give more variance. Like it would be cool to see an enchanted golden carrot?

  • 7
    Registered User commented
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    Yes please. These "dungeons" are great for building mob farms but since they can't be moved they act like tiny, visible, slime chunks that you can turn off with light. Changing that to make things more interesting is long overdue.

    Each dungeon should be an exciting, dangerous, place you explore underground rather than just a cube of stone you defeat with some quick torch placement.

    I also definitely love the idea of the spawners showing up in more places. They could be random, or they could show up with custom generation like the cave spider spawners we currently find in mines . . . which seem like they also should show up in the big "deep dark" caves.