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Mob Spawning Feedback

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  • 37
    Registered User commented
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    I think mobs should spawn at least at level 3 or so, that way. It should prevent a lot of mobs spawning, but still have balance and not make caves totally devoid of mobs when a glow lichens are there.

  • 14
    Registered User commented
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    Other solution I have is to make mobs spawn in caves when it's on nighttime. Similar to the surface. Unlike daytime which mobs spawn only in complete darkness, mobs (in caves) during nighttime should be unaffected by light sources that are below 7. 

  • 45
    Registered User commented
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    I posted this on the other thread, but as a mapmaker, a gamerule or some other method for controlling the light level mobs spawn at would be very useful (especially for spawners). I have a lot of areas with low lighting where mobs can still spawn that would break completely in this update. Having dim lights (1-7) helps a lot with visibility.

  • 48
    Registered User commented
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    New changes are great! I saw a comment that talk about the increase light level that mobs can spawn but if this happens:
    1 - Caves are SO big. There are a lot of dark spaces and this will cause serious lag issues because of large amount of entitys. And actually, this will not affect mob amount because as i said before, there is so much dark spaces to mobs can spawn.
    2 - Torch spamming is prevented with this way. It's so hard to me check out the light level with F3. With this feature, i will no longer have to check out because i can see where is dark, where isn't!

  • 37
    Registered User commented
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    I played the snapshot for several hours yesterday, and I feel like this is overall an awesome change. Spawn proofing an area previously was really tedious and unintuitive; this change makes it so much less painless. Monster spawns during the night and in dark caves don't feel different either, which is nice, they feel about the same as 1.17. The one complaint I have is that cave spider spawners feel a lot easier than before (I didn't find any dungeons, so can't comment on those). You can light them pretty easily from a distance, without really needing to deal with the cobwebs. I even ran into a cave spider spawner in a lush cave that was (mostly) deactivated by glowberries, which is cool rare generation, but I'm not sure if it's balanced.

  • 35
    Registered User commented
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    This an excellent change. The ability to secure a village, and allow the villagers to run freely in it without carpet bombing the ground with torches would be a very welcome change.

    I do hope that either this is kept permanent, or perhaps a new craft able item that causes this effect in a radius.

  • 12
    Registered User commented
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    This is a great change! I believe this will make the majority of the Minecraft community very happy. After playing a few hours, I don't want to go back now. What would be nice is a carpet like block, maybe tinted glass, that blocks out all light but is still transparent. But make it where you can place it on the side of blocks as well. It would go nicely with the tinted glass blocks that are in the game. It would be helpful for mob spawners and builds. Overall, great idea. Love it!

  • 31
    Registered User commented
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    THIS CHANGE IS FANTASTIC.
    I always thought it was completely arbitrary and confusing assigning mob spawning to a completely random light value that just "feels right."
    It's much more intuitive and much more definitive to just say, mobs spawn where there is no light.
    GREAT CHANGE. QUALITY OF LIFE MASSIVELY IMPROVED. HELPFUL FOR NEW PLAYERS.
    This change will only increase the efficiency of mob farms as well, because there are less spawning spaces in caves.
    This is the greatest new feature in the 1.18 snapshot, and that says a lot considering almost the entire game got a fresh coat of paint.

  • 7
    Registered User commented
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    I think it should be added as a gamerule and possibly it should also balance crafting recipes of light sources e.g. torches recipe could be nerfed from 4 down to 2. And overall only complete darkness seems still too much, maybe at least in Y level 2-3 something like that.

  • 25
    Registered User commented
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    I really like this change, because now players can use light levels to add more mood and ambience to buildings

  • 10
    Registered User commented
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    Yay! Soul Torches aren't useless anymore!

    Although, I do think it should be more light level 2 or lower... or something like that (maybe?).

  • 10
    Registered User commented
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    Definitely should stay in the game! I just think that the Glow Lichens should be balanced a bit, maybe being more common on cave ceilings and less on the floors, or only giving off a light level of 5.

  • 18
    Registered User commented
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    Maybe they cold tie monster spawn light level to difficulty settings. Such as easy(0) medium (4) hard(7)

  • 11
    Registered User commented
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    Make drowns spawn in a water cave

  • 8
    Registered User commented
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    Damn, this is such a relief!

  • 3
    Registered User commented
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    renew the mobs spawn system because although I am not a programmer maybe improve the mobs spawn system by removing some errors such as mobs appear during the day with the change
  • 17
    Registered User commented
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    This is an absolutely amazing change! Now I won't have to spam torches everywhere or use F3 constantly just to keep my base safe from mobs.

  • 13
    Registered User commented
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    I believe this is a great change, and I think it's fine this way as well. The only thing I can think of this affecting is mob farms, however the tinted glass would help tremendously with that, and it's already implemented!

  • 10
    Registered User commented
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    This is a nice change for Bedrock players because the F3 menu isn’t available on that platform. It’s nice that we already have the tinted glass block to go along with this to fix a lot of the lighting issues that this could cause in farms. Overall though, if this is reverted, it would be nice to replace it with some way to indicate light levels on Bedrock edition so that Bedrock players have parity on the F3 menu. This update would also enable way better ambient lighting as builders could light up an area with more creative lighting without mobs spawning everywhere. I recently torch spammed a village that I think would look much nicer with alternate lighting sources that would be buffed by this change such as the glow lichen and soul torches. This also has a nice effect on mushroom farms where we can have spawn-free mushroom farms without worrying about soul torch spamming. I’m not experienced enough in red stone to know, but red stone torches may need a nerf on their light level or something to keep this from breaking farms. This might not be the case though, and someone more experienced in this area should have the authoritative voice here.

  • 2
    Registered User commented
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    While the change is nice, I’m worried this will break mob farms

  • 6
    Registered User commented
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    Honestly, I am skeptical about the changes and I feel if the change was going to be implemented, it should be optional as to what light level mobs spawn at as a gamerule or tied to difficulty. The caves are suppose to be a challenge and some players feel as though this change will make it too easy.

    Not to mention, this might be a huge blow to mob farming, especially ones that involves nether portals.

    The change in mob light level will affect other areas of gameplay. Ex. In dark oak forest, it will be a whole lot more difficult for hostile mobs to spawn in this biome, making the experience of going to the dark oak forest and gather dark oak safer, but a lot less unique.

    Many have also said that this lighting change will help building with mood lighting, but there is an argument to be made that this change in difficulty could reduce creative uses of blocks. If light levels were changed, then players wanting to use reduced light levels for builds wouldn’t have as much of an incentive to try spawn proofing in other ways like using carpet, slabs, and glass. It’s the same reason why vertical slabs will never be added. The difficulty and limitations in building encourages out of the box thinking for building and one crucial difficulty that helps with creativity is the light level.

  • 9
    Registered User commented
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    Honestly I would not implement this change at all. It will make caving way too easy, and despite them being absolutely beautiful , they still need to be scary. Maybe a solution would be in choosing a level of difficulty fo your worls. When in easy, this change would be a welcome change, but if you choose hard on bedrock, you should be bombarded by mobs. We have a great amount of armour and tactics in the game to protect the players, so I would definitely not make the game easier. Make the game harder based on difficulty level so it is more fun and interresting.

  • 14
    Registered User commented
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    I am in love with this change. It is so much more intuitive, and I don't have to keep looking at F3 to make sure my base is safe anymore. This opens up a lot of options for building with moodier lighting, too. A lot of people seem to suggest that this is going to make the game too easy, but after playing in survival for a while I noticed two things:

    1.  Actually doesn't feel that much different in terms of mob numbers in unexplored caves compared to 1.17, just makes it so fewer things spawn near you (or worse, spawn in random blocks behind you that just happened to be one light level under the spawn threshold)
    2. There are other ways to increase difficulty, I don't understand why people aren't considering other options such as simply increasing spawn rates in the darkness. There's no reason to think that the only way to make the mobs harder is to eliminate this feature.

    Also, it would be nice if there were a more natural way to tell in which places slimes spawn, since we're talking about mob spawns. Maybe now with the new underground biomes we can have slimes spawning in specific biomes that the player can recognize visually? Right now we basically have to use third party tools to analyze the seed or dig a huge pit and watch with chunk borders enabled to figure out where slimes will spawn, which obviously is bad for immersion.

  • 9
    Registered User commented
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    I absolutely like this :)

  • 6
    Registered User commented
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    Please do that under y 0 the mobs can spawn with other light levels, like 2/3 so that it's a little bit more challenging becouse if I'm gonna build something I think I'll build it up y 0 so that I'm not staying ages to mine the space to build.
    Also when I see the new generation, the deepslate zone makes me feel of adventure, the zone where every loot should be earned, and there's also the deep dark, I think that players are going to explore just the deep dark for the loot and nearly never come back just to stay 50 block away from that biome, so what I'm trying to say is that where's not the deep dark biome need to be also more challenging than mining up y 0 becouse is there where's there's gonna be the Diamonds, and from iron to diamond armor should be an earned and difficult upgrade.
    Btw I like a lot the new mob spawning light level

  • 11
    Registered User commented
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    I love this change. It helps a ton to prevent mobs from in huge caves without having to spam torches everywhere. I personally don't see a problem with this. There is still a lot of places that mobs can spawn in caves so I think this change is well balanced. Keep up the good work. Hope everyone that reads this have/had a great day. And sorry if this comment is not much feedback I just don't have much to say. I think this is great and everything you all are doing is great.

  • 16
    Registered User commented
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    Love this change. I hope that in the future you guys add a command or a game rule that lets people change what light level mobs spawn or not. That allows for map makers to use low light sources to light up areas that they intend to be filled with mobs but don't want to keep it pitch dark. For people who don't fall under that niche player base, I think that this change is just amazing. Moody lightning and usefulness of other light sources that weren't for example torches or glowstone, was something that was missing and an issue in this game. Luckily this change addresses that and makes it so that people can more logically understand where one or another mob could spawn rather than constantly relying on F3 screen.

    Thank you for this change.

  • 3
    Registered User commented
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    I am on board with the idea of complete darkness for mobs spawns, but only for easy mode, I feel like normal should be around 3 and hard mode/hardcore mode should stay at the current 1.17 light level which is 7. This change will mainly helf newer players and I think players who start hard/hardcore worlds know what they are getting into.

  • 10
    Registered User commented
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    This change should stay; It allows better building with moody lighting. Great change.

  • 3
    Registered User commented
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    I really enjoy the idea. It encourages torch placement while mining and makes the lush caves a safe haven in an otherwise dark and scary place. I believe that and interesting change could be made, however.

    Perhaps on the surface mobs would need complete darkness to spawn, but maybe in caves higher than y=0 but below sea level would need only light level 3. And in the deepslate, where everything is even darker, only light level 7 for mobs to spawn. 

    This could add to the design pillar of adding strategy to mining, as well as making deeper caves even more dangerous, providing a sort of difficulty scaling.