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Mob Spawning Feedback

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  • 1
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    Note: I haven't played around with the new mob spawning yet, so this is first impressions alone.

    I'm not too sure how I feel about this change yet. Objectively, it's a good change, but since light level 0 isn't always completely black, I feel like I would still have to count the amount of blocks. Also, I've gotten so used to monsters spawning at light level 7 and below, I'd probably still place torches the same way, which is now inefficient.

    A way to please most people, in my opinion, would probably be to change the spawning for easy to light level 0, change normal to 7 and hard to 10, for instance.

  • 0
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    A few ideas after witnessing the new terrain generation and changes to mob spawning mechanics.

    Because monsters are only spawning at light level 0, it's easier to light up large areas. However this may decrease the overall numbers of mobs players encounter, especially because of glow lichen spawning and the increased number of caves where mobs can spawn inaccessible to the player.

    To counteract this, perhaps increase the number of monsters spawning overall, decrease the distance mobs can spawn from the player or alternatively apply the zombie reinforcement mechanics to other mobs such as spiders and skeletons, meaning the player might have to deal with more of them, thus creating more dynamic mob encounters. This variable could be tweaked depending on the world difficulty as well as local difficulty and has precedent in zombie mechanics already in-game. I don't believe this would make the game too difficult as the player is unlikely to get cornered in the newer, more open caves where hoard reinforcement mechanics would come into play most often, and the reinforcements could be disabled completely on easy difficulties.

    This could also lead to innovations in more types of mob farm utilising reinforcement mechanics, and many technical players would likely appreciate a lowered mob spawning radius so certain types of farm would require less spawnproofing, such as in the nether where light levels wouldn't apply.

  • 4
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    Absolutely wonderful change to light, makes me wonder why it wasn't like this from the start

  • 1
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    I like the idea and think it should have been changed a long time ago. 

    It's just too much of a hazzle to look at the f3 screen all the time.

    For balancing, I think the torches are maybe a bit too powerful now, so maybe 3 would be good, but its not that overpowerd its just less material really so that I'm okay with, and besides, LL 0 is much easier to check for.

    This change makes different light sources like the new glow lichen useful. It's amazing for building, with moody lighting and still be mob proof, so thats a big plus!

    An idea is that maybe have different spawning-light-criteria in different biomes perhaps. So like in the mooshroom islands they can't spawn at all, maybe it would be different criteria when on different height. The lower you go the higher light they can spawn in. So mountains would be safer from mobs than on flat ground, but overworld would still beat the caves.

    It could work with height or biomes or something else. Maybe more biomes could have exclusive mobspawns. Like the deep dark whould only spawn the warden. 

    Thats my thoughts on new spawning rules in 1.18+

  • 3
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    Amazing. Just amazing

  • 2
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    I have my own reasons for opposing the new light level changes regarding mobs. I prefer a challenge and I believe it is in the best interest of games such as this to have moments where the players must choose to take risks such as mining large caves with the possibility of encountering more danger. If I choose to explore that big cavern I found, I should expect to fight for my chance at easily found riches and ore. But maybe my friend next door disagrees. He may enjoy playing with mobs, but perhaps he prefers less of a challenge and enjoys a more risk-free adventurous approach. The answer is simple: allow us, the players, to decide our own individual preferences for a challenge. Maybe allow us to choose how many mobs may spawn, how far away they may spawn, how often, and even under what light level conditions. It's a win-win for everyone and considering how this game's biggest promise is to allow players to make their own adventures, it'd be logical to also allow players to set the bar for how they wish their adventures to play out. 

  • 5
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    This is an amazing change!  Was bummed with some recent builds that I could not get the mood lighting like I wanted it, but not after this change.  Also this alleviates "problems" I have with RTX packs where its impossible tell what the light level at a given block actually is.  Being able to just count blocks from the light source is sooooo much easier.

  • 0
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    as I like challenges, I wanted it to continue in the old way. Or increase the generation of monsters in complete darkness.

  • 0
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    Glow berries light caves nice 

     

  • 5
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    I definitely think 0 is the way to go.

  • 1
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    I'm concerned that because this feature is currently only available to Bedrock players in the 1.17.20.20 Beta release, the feedback from Bedrock players will be underrepresented here until sometime after we get a full 1.17.20 release.

    Since almost all of the 1.18 features (so far) are already available in 1.17 by using the Experimental Caves & Cliffs toggle in world settings, and Mojang has hinted that they intend to depend on the Experimental toggles rather than the Beta track in the future (at least for Caves & Cliffs), I imagine the number of participants in the Beta program is smaller than it used to be and shrinking, so not many Bedrock players will be testing this in the near term. Monster spawning in Bedrock is quite different from in Java, of course, so please wait until we Bedrock players have had a chance to contribute to the discussion before you make any decisions to change it.

  • 5
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    make a way to change this in settings

  • 4
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    I like the idea of mobs only spawning at light level 0. I can never make a moody setting without getting overrun by mobs unless I use non solid blocks. Please do not increase the light level they can spawn at

  • 1
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    I think the light level that mobs spawn in should be at least brought up to a  5.

  • 1
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    Maybe mobs could still spawn with sky light level 7 and block light level 0. I like that mobs can come out when the sun is just starting to go down.

  • 4
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    I think spawners should require the same light level as before, just so it’s not too easy to remove the threat.

  • 5
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    Yes!
    Excellent change!
    I see literally no down-side to this. Giving players the ability to effectively spawn-proof their area will make them happy.. because one way or another.. they'll spawn-proof it, this will just take the tedious aspect away. It also makes way for more varieties of lighting without risking mob spawns.

    I see a lot of people saying light level 3 or around that.. because complete darkness is too far? But I really don't see how.. in terms of light sources, it's literally just a few more blocks of radius.. why not go full mile for the nice and tidy 'light = no mobs' and be done with it.

    There's no need to set it to another arbitrary number, it won't effect game-play if it's a difference between 0 and 3 levels of light, honestly.
    Mobs will still spawn in all the places that don't have light sources.. which is the vast majority of everywhere!
    100% for this change!

    However.. seeing as though this won't make everyone happy, if you can't make it perfect, make it adjustable :)

  • 5
    Registered User commented
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    THIS IS GREAT, the only thing I would change is that light level would not affect spawners (only torch on top would stop them).

  • 3
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    I love this change and really hope it stays a permanent change at light level 0! I can now use a few torches to light up my builds to mob proof them without making them look super ugly and darted with slabs and torches every few blocks.

     

    Mob spawns in pre-existing caves won't change, and the only potential downside is people needing to add stuff to their former mob farms to lower the light level a bit further.

     

    Level 0 is perfect because it is clear and easy to see, and it allows more aesthetic to your builds while still playing on preferred difficulty (in my case hard difficulty because I prefer stronger mobs and higher mob spawns). I do not think it should be tied to difficulty, but I do think it should be something that can be toggled if people prefer to use "old style" light level spawn mechanics.

  • 1
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    I also really appreciate that mobs from spawners could spawn at block light level 11 or less. This would definitely make deactivating a spawner more challenging.

  • 6
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    I love the idea of monsters only spawning in complete darkness, though I agree there should be a way to adjust that in the world settings so people can have different preferences and for map makers. Make zero the default though :D

    Also, when I originally heard about this change I thought the moonlight was going to keep us safe on the plains and in retrospect that still seems like a cool variation, but totally not something I expect! I just personally was enjoying the idea of monsters only coming out of caves and forests at night and not spawning in the open. Makes them seem spookier (though admittedly harder to hunt).

    Edits:
    I see some talk about making the spawning light level tied to difficulty, but I don't like that idea at all. The places where mobs spawn is more of an atmospheric/worldbuilding consideration in my opinion. I don't think it is an aspect of difficulty considering you can run right through them and their health and damage really only matters if you stop for combat.

    Keeping the natural spawner behaviour the same as before is probably smart though to keep cave spiders and dungeons from being changed.

  • 1
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    I think the change is absolutely fantastic, and the change with the mob spawners in today's snapshot was perfect - but I do think one oversight lies in Nether Portals, which many farms use.

     

  • 3
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    Other than reducing the grind of getting copious amounts of coal and wood, and button mashing your way through the caves to light them up, I really don't see how this makes Minecraft "easier". Plus, mob spawners are still challenging now that they spawn mobs at light level 11 or less, so they aren't an issue either. Spending hours and hours chopping trees and mining coal isn't a challenge, it's just plain tedious.

  • 0
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    Love the change, maybe just add a gamerule hostileMobSpawnLightLevel <level> (improve the name), with a default of 0 so anyone who likes a challenge can change it.

  • 4
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    I think  that this change, is good, because, with this feature, we can have peace in caves like lush caves, and tinted glass are more useful until now to make mobs farm (xp farming), i mean, (for me), the change is good 👍

  • 2
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    I like the new changes.  It makes lighting dark areas a lot less technical.  A very Minecrafty change imo

  • 1
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    I think a good feature for mob spawning would be to make mobs spawn more often in thinner caves as often they have almost no mobs.

  • 1
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    I haven't seen 1 hostile mob spawn in the overworld and ive generated at least 10 1.18 worlds. I don't exactly like the thought of mobs spawning at complete darkness, but maybe have them spawn at light level 5? The only hostile mobs I saw were in the nether and end.

  • 0
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    S'il-vous-plaît ça serait bien d'avoir une nouvelle araignée dans les cavernes Qui pond des oeuf d'araignée . De peutite araignée qui sorte des oeuf

  • 0
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    Maybe change light level required based on difficulty. Easy: 0, Normal: 1, Hard: 4