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Mob Spawning Feedback

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  • 0
    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.

  • 5
    Registered User commented
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    I think this feature should definitely be a difficulty setting, as I would love mobs to spawn less as what I love about the game is exploration and building, but someone who loves playing in hardcore for the challenge would not like this change as much, thanks for everything you do

  • 0
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    Excellent, but make it light=3 instead of light=0.  There are times I want to see the mobs that spawned.

  • 8
    Registered User commented
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    I think the changes are definitely for the better, torch spam and the inability to create darker themed builds without having mobs spawn has been quite a problem since the inception of the game. While I still think that beacons should be used to prevent spawning no matter the light level (because it gives beacons more use than just to mine faster/jump higher), this change allows for more creative freedom and also allows people to have more control over mob spawning without relying on end-game items like beacons. 

    With the new terrain generation, I'd say that spawning in complete darkness is a good balance change, considering the sheer number of nooks and crannies that can come from the new terrain generation, making it damn near impossible to prevent spawning without using up the world's supply of coal to make torches.

  • 6
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    They don't spawn as quickly when it starts becoming night (Takes longer to start spawning) Also yes, please add gamerule mob spawn light :D

    It's great in big caves though, very crowded, but good pockets of nice-ness around glow lichen and lush caves.

  • 12
    Registered User commented
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    Absolutely wonderful system, very simple, super straight forward, easy to work with, every light source is now valid and can actually be used for preventing spawns! No arbitrary number to keep track of (like light 7) where mobs can spawn. If you see light, nothing can spawn! Dead simple and I love it:) also very little affect on mob farms which is nice!

  • 9
    Registered User commented
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    Thank god for this amazing change this will make lush caves and caves in general so much easier to explore and admire

    Also this will make building structures with mood lighting so so much easier to build
    Keep up the amazing work!✌

  • 6
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    I think there should be a game choice to change the light levels in case of mapmakers. I also really love this because tinted glass became a lot more important. I have played the snapshot for about an hour and already appreciate the new spawn levels. 

  • 9
    Registered User commented
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    As a builder and redstoner... I really love it!
    It's much easier to make cities and not have mobs like creepers spawning on spots that are just a bit too dark and destroying your work. It will effect some mobfarms tho, but that's ok since we do have tinted glass now so I think it just gives it more purpose.

  • 1
    Registered User commented
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    I feel like wayyyy too little mobs are spawning bellow y0, like there are barelly any! There should be a special mob cap only for those caves or something, so make them flooded with mobs! 

    Feedback from minecraft bedrock

  • 3
    Registered User commented
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    I really like it! It is a massive game changer for building.

    Though I think there should be some special rules for mob spawners. And maybe add a gamerule to manually set the light level required for mobs to spawn. Or you could even imagine that this setting would depend on your world difficulty? Like mobs would only start spawning at light level zero in easy, 2 in normal, 4 in hard, etc.

  • 2
    Registered User commented
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    I like this change, but you will need to add more elements of danger to Minecraft worlds to keep gameplay interesting for veteran players. Perhaps some monsters that move very quickly and do lots of damage but are repelled by light, or cave bears that aren't affected by light but are still territorial.

  • 2
    Registered User commented
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    I think hostile mobs spawns should require less darkness to the surface (so spawns remain similar on the surface) and more darkness in the deeper spaces (such as caves)

  • 0
    Registered User commented
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    I think this should apply to the nether as well. Any player made light should prevent mobs from spawning. I hate it when piglins spawn in nether highways. This might affect areas around lava, but it should be fine

  • 4
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    I think that its a really good implementation

  • 1
    Registered User commented
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    I like the idea due to the massive amounts of darkness in the bigger caves. I think that for normal difficulty it is good, but for harder difficulties mobs should be able to spawn at something like light level 3. Thoughts?

  • 6
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    I love this change! It allows for more atmospheric, aesthetically pleasing lighting in builds, which is important to me. Additionally, seeing as the Warden is the only mob who can spawn in the deep dark, I think the loot it's guarding should include an item that is required to craft an end-game item, which acts in a similar way to a conduit but stops mob spawning and endermen teleporting (and picking up blocks) within a certain radius. Maybe the 'Warden's Heart'? This comes from a desire to mob proof cities and large buildings without having to painstakingly light every crevice.

  • 8
    Registered User commented
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    So far so good. I like the new light level changes for the following 

    1. less resources for torchs and lights

    2. Less light sources are wasted

    3. easier to know what is dark or not.

    4. this reduces lag by a lot

    - Mobs spawning in the huge caves

    -torch lag from the particle effects they produce

    5. allows people to make very dark rooms without mobs spawning

    6. Helps mob grinders as we have to light up less areas

  • 1
    Registered User commented
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    I like the idea as long as mobs still spawn at night on the surface the same as before, and maybe light level 2 or 3 instead????

  • 6
    Registered User commented
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    The nether portal light shouldn't stop mobs spawning, because many hostile mobs farm use nether portal

  • 4
    Registered User commented
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    0  seems extreme,  maybe a value of 2 ~ 4 would be a good middle ground? Allowing more breathing room for 'decorative low-light' environments, but without dampening hostile mobs too much?

  • 1
    Registered User commented
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    I like the idea of changing mob spawning to make it easier for players to light up caves, however, I don't believe this is the way to go about it. The problem with this is that when exploring the nether, monsters such as zombified piglins become very hard to find. I do imagine exploring the huge deep caves would be a lot more tough with 1.17 spawning, however, I believe there are other, better ways to go about it then completely changing where mobs spawn.

  • 7
    Registered User commented
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    It's so much better!

    I can see exactly where things won't spawn and can use any light source I want!

    I don't have to use so many torches to light the new caves.

    The old system was such a pain. You couldn't tell if you spawn proofed an area without F3, you could not have mood lighting, and you had to use specific light sources.

  • 2
    Registered User commented
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    I know a lot of people like this change for aesthetic reasons, like being able to create dim rooms with danger, but I feel it takes away a lot of the challenge that exists in the early game. The first nightfall will be much less scary when any amount of light keeps monsters from spawning. I would give three alternative options:

    1: The light level needed to spawn mobs is lowered, but not reduced all the way to 0.

    2: The complete darkness rule only applies when below a certain y level.

    3: Light level needed to spawn monsters can be set in the settings or with commands.

  • 1
    Registered User commented
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    With the combination of the glow lichen, glow berries, and new lava aquifers, I think this makes the game a bit to easy. You could at least increase monster spawn by light level based on difficulty.

  • 6
    Registered User commented
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    I really like this change as it can contribute so much to building. Personally, when I am building I like using light levels to create a "mood" as some builds work better in the dark and sometimes fit a theme. Having to deal with creepers in my build as you can guess, isn't very pleasing. I hope this change stays!

  • 5
    Registered User commented
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    This is a welcome change! There's enough darkness for mobs to spawn in caves, even in the brighter lush caves. This change will make larger caves even more desirable as they're now easier to light up. Plus, it allows bases to have moody lighting without creepers and endermen griefing. Candles and soul lanterns become a bit more useful. I encourage staying at light level 0 for hostiles to spawn.

    Although, please don't make the game too easy in the future. Challenging battles, huge dungeons, terrifying mobs... they're all important in making Minecraft an exciting game. Once you have full enchanted netherite gear, there's just nothing to fear anymore. I hope Minecraft can add more challenging mobs in the future, crawling in the deeper parts of the caves, oceans, and other dimensions. The Warden is a great way to solve this problem, and I hope it can respawn, or simply make it unkillable if it's meant to be avoided. That way the blind mechanics will see some gameplay, instead of players just slaughtering every mob in sight.

  • 2
    Registered User commented
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    Love the changes - torch spam was a feature I didn't realize I disliked so much, and now mob-proofing feels so intuitive! 

    I think that, below y=0, light sources should give off less light - perhaps it is absorbed by the dark deepslate? This would add an extra layer of difficulty to exploring deep within the caves that doesn't require overruling the "complete darkness" rule. Maybe the Deep Dark absorbs even more light.

  • 4
    Registered User commented
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    I think this is a fantastic change.  I love making builds which have dim/mood lighting but am always concerned about monsters spawning in them. After all in survival, your buildings are supposed to be your safe places

  • 0
    Registered User commented
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    If this is to go through then there needs to be a rebalancing of the lights in Minecraft. There are blocks such as brown mushrooms that generate in the dark that can prevent mobs from spawning now, before this wasn't a problem. (same with brewing stands) Either the light levels need shifted or mobs should spawn at slightly higher light levels.