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Mob Spawning Feedback

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  • 3
    Registered User commented
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    I love it! I feel like making it limited to block light leaves any changes in the player's hands, and means that you just have greater control over how you want your world to be. Great idea!

  • 5
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    The new spawning system with Light Level Zero is PERFECT and I think it should stay this way. It makes ambient lighting an actual option for builders! Except, I think Hard Mode and Hardcore should maintain the original Light Level 7, as it is Hard Mode after all!

  • 4
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    I think you nailed it first time. This change will be so amazing for spawn proofing large caves and also allows for cool stuff like mood lighting in builds that was otherwise impossible without mobs constantly spawning. I can’t wait to play around with lower light levels in my builds in the future. In addition this change also makes tinted glass even more useful for restricting where mobs can spawn which I think is a really cool bonus.

  • 2
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    I think mob only spawning in complete darkness is great, it just make spawn proofing so much easier and also allow some dungeon-like or other kinds of builds need to be in dim light work in survival.

    My only concern is that the big cave is just makes the game too easy in early game, and I think nerf torches by decreasing their light level like make them only 9 light level will be great, which still more powerful then it used to (saying about spawn proof) but also makes big cave need more end-game light source (like lanterns, glowstones etc.) to light up to balance it out.

  • 2
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    For the new brush monster mechanism, I have the following suggestions:

    1. Hostile creatures generated by normal mechanism should be generated naturally when the square illumination level is 3.

    2. Cave spiders should be naturally formed in caves instead of ordinary spiders.

    3. Drowning corpses should be naturally formed in aquifers that do not belong to lush cave biota.

  • 2
    Registered User commented
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    I LOVE this, love love love. I won't have to torch spam all my buildings and obsessively check light levels to make sure monsters can't spawn, and I can make dim mood lighting in my builds too now!

  • 0
    Registered User commented
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    The light level for mobs to be spawn should be lowered, but maybe more subtlety, like light level 4 or 5, but otherwise great change!

  • 4
    Registered User commented
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    DO NOT DO THIS! This change will break TONS of existing mob farms, so this is a really bad idea! Light suppression will be required for the faster multidimensional farms that exist due to the light that portals emit, making it harder for certain players to build farms that are fast enough for their needs. 

  • 2
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    I actually love the light level being 0 as the default, though I have seen one complaint consistently among friends. Light from portals breaks farms that rely on total darkness. I think perhaps portals should not produce light outside of their own block? IE: level 1 inside block, light level 0 immediately following.

  • 2
    Registered User commented
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    This is not a good change. Along with the other changes to the spawning algorithm, it kinda spoils endgame farming and defeats the purpose of perimeters etc. The entire fun of Minecraft is the challenge and this just seems to be dumbing the game down.

  • 1
    Registered User commented
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    Overall I like this idea, but it does make exploring Strongholds vastly safer.

    If the change goes through, artificial light in existing pre-generated structures should be reviewed (and frequently downgraded / eliminated.)

  • 0
    Registered User commented
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    Peço a equipe em geral, que aumentem o spawn de mobs, alem disso a ideia de spawnar apenas no nivel 0 de luz ajudaria muito na cavernas e ate mesmo na propria casa no jogo

  • 1
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    Please apply this change only on Easy and Normal difficulty.

    On Hard, mobs should surprise, attack and kill players as they always did.

    When I heard Mojang want to add more features in caves I thought it will be more dangerous and challenging there, not easier and safer.

    You are removing fun moments from the game.

  • 1
    Registered User commented
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    Playing in bedrock experimental. The new caves that are very large have completely changed gameplay in a good way. The caves became so much more difficult since I had to use more lighting sources and monsters kept spawning. It was in the beginning of my game and it threw me for a loop. I can't imagine going back to the old small caves.

  • 2
    Registered User commented
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    I really like this change, no longer having to open F3 to spawn-proof my base will be nice. Mood-lighting too! I don't want to make all my builds to be bright like a neon-sign. 

  • 0
    Registered User commented
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    Several individuals have brought up spawners.  I feel like there's a simple solution for them.  Have it so that spawners ignore light levels entirely. 

  • 2
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    I am really liking the changes being made to mob spawning but I have two ideas of my own to hopefully fix some of the problems that have arisen. Mobs spawning only in total darkness makes so much more sense and is more intuitive. Not having to torch spam is a really great quality of life feature too. The uniform spawning speed is good but does bring up some concerns. A way to fix this might be to increase the mob cap at lower Y levels. This could fix some of the qualms of the technical community as well as be really neat for exploring as you would encounter more mobs at greater depth to make it more dangerous also evening out the more plentiful resources found below y=0. This could be a great gameplay mechanic and many games have something similar already. To go along with this I don't think mobs should spawn on the surface at night. Or at least they should spawn far less often. They should still be able to spawn under blocks just not out in the open. I think this would be a great way to balance out the early game or new player feeling of being killed over and over again and would decrease the necessity of sleeping to avoid the frustration. This could even be tied to the moon cycle for an even more interesting approach. To find monsters for their drops all you have to do is go down where there are monsters to guard the resources in the deeper depths. 

  • 2
    Registered User commented
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    love this change! i have always found it annoying to use more torches than needed when exploring to prevent mobs from spawning behind me. it also synergizes with the update well. the massive amount of space in the updated caves would be very frustrating to light properly with the previous mechanic.

  • 1
    Registered User commented
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    GOOD

  • 0
    Registered User commented
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    Need more mob spawning in bedrock most of the farms don't work

  • 2
    Registered User commented
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    This is a perfect, much needed buff to torches. Torch spamming was already an annoyance and tedious to do on the surface, and it made our builds ugly. And now with big caves there's just that much more space to light. The only problem I have is this change wasn't made much sooner.

  • 1
    Registered User commented
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    I like this idea, it gives players an easier chance to light things up but also can make for some really cool builds with low light levels.

  • 0
    Registered User commented
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    Could you make this a changeable rule like mob griefing? That way players (like me) who prefer the old way can keep it the old way, but players who want more ambience for builds and caves can go to the new way...

  • 3
    Registered User commented
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    Excellent change!

    • Old system: count blocks between light sources (and Bedrock players have no F3...)
    • New system: just visually check that the darn blocks are lit up!

    This has several advantages...

    • Much more accessible to new players
    • Laying hundreds of torches to secure a build area is annoying and then looks terrible
    • Allows mood lighting
    • And vast majority of farm spawn areas can just be walled off (with tinted glass windows)
  • 2
    Registered User commented
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    Please reduce the light level for monster spawners. At light level 11, it is impossible to prevent spawns with redstone lamps in a 9x9x8 room, the most common configuration for grinder spawn rooms, without placing blocks in potential spawn areas.

  • 1
    Registered User commented
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    I like this change because, thanks to the change, people can make builds with less light in them and not spawning monsters.

  • 1
    Registered User commented
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    yeah low but not 0 cos otherwise torches = no mobs ever. also make maybe a few extra light sources maybe for early game because for light in building work torches dont quite work and glowstone and sea lanterns are hard to get

     

  • 0
    Registered User commented
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    i dunno make easy light level spawning 2 or 3, normal 5, hard 7. or have a setting in cheats allowing you to customise this

  • 1
    Registered User commented
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    I want this to stay until the official release

  • 1
    Registered User commented
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    Ipersonally like that mobs will spawn in complete darkness. I have not problems as of yet with these changes however,

    Slimes get no deserved love. I have alot of trouble finding slimes with out resorting to chunk finding tools online. I should not have to resort to online tools to find slimes. if you need an excuse to bring slime to the surface, add frogs and frog slime similar to the way nuggets are. It just does not make sence to go spelunking for slime?! Dont get me wrong I love slime cubes they are hilarious but where is the love? Slime pet? Slime pet the eats other mobs and items which you see inside of them? XD