154

Mob Spawning Feedback

135 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 1
    Registered User commented
    Comment actions Permalink

    I have seen some people asking about glow lichen so my idea to fix that is that naturally generated glow lichen won't stop mob spawning

  • 1
    Registered User commented
    Comment actions Permalink

    It needs to be more balanced. I think on the surface, yes it should only be complete darkness but below y 0 it should have to be below 5 only for mobs to spawn, otherwise lava and glow lichen will block mob spawns. 
    Maybe even make it more unique by making the light level different for different mobs, for example i think spiders should be able to spawn at any light level below 12 but only turn fully hostile in complete darkness.

    But annoying- base destroying mobs like creepers should only spawn in complete darkness.

  • 2
    Registered User commented
    Comment actions Permalink

    In my opinion mobs should spawn less commonly in lush caves. That can be succeeded by making glown lichen 5-10% more common. That way lush caves will be the cave oasis we all expected it to be

  • 0
    Registered User commented
    Comment actions Permalink

    For October it would be nice to see a couple new changes for mob spawning that I think would be easy for you to incorporate.

    The first change I'd like to see is for husks. Right now they only spawn in deserts, under the open sky, at night. That's fine, but I'd like them to be more like the drowned.

    They in water but there is a chance that any zombie that enters the water is going to become one. I'd like to see that sort of chance applied to any zombie who wanders into the desert. Let the heat bake them until they become a husk!

    You could do the same thing with skeletons freezing into strays if they spawn in the colder biomes or fall into powdered snow. Those mobs can be extremely uncommon and it would be nice to see more of them.

    Zombies could also now go after pigs, infecting them and turning them into zombified hoglin the same way they go after villagers and try to transform them.

    Again these are mechanics that are already in the game it should be really easy to add them. But since they would also all result in a slightly harder game please also make settings to turn this behavior on and off.

  • 0
    Registered User commented
    Comment actions Permalink

    This is an add on to my last post which was about changing the way husks and such spawn . . . it would also be nice if zombie drops were a bit more valuable. Nobody ever hunts down a zombie spawner because they absolutely want rotten flesh.

    My proposed solution is to have rotten flesh add a small, but increasing, chance that the composter will output dirt instead of bonemeal. Put in all rotten flesh and your guaranteed dirt which can be turned into grass, mycelium, podzol, or whatever as you see fit. Dirt isn't super valuable but then again neither is cobblestone and we can farm that. 

    Strays should drop dried flesh and the same mechanic could allow us to farm sand. That would mean we don't have to destroy our deserts just to build with sandstone and glass.

    These are very simple changes but they would make two more materials farmable without being unbalanced in any way. :)

  • 1
    Registered User commented
    Comment actions Permalink

    Slime spawning should be scaled with the new depths, as they spawned halfway down to bedrock from the surface (30/60) they s your continue to do that, spawning only below y0.

     

     

  • 0
    Registered User commented
    Comment actions Permalink

    I am not sure if this is because of the update but after placing a torch on a spawner to stop it from spawning mobs, it is not reactivating spawns once removed, even when no other light is present

  • 1
    Registered User commented
    Comment actions Permalink

    In day time, mobs spawning should be maybe 2 or (maybe just keep the mobs spawning in 0) below, and then increase the spawning light level of mobs when its night time to like 5 or 7.

  • 0
    Registered User commented
    Comment actions Permalink

    Nether spawn levels will not be changed, right? Many/most gold farms would be totally ruined as they use magma blocks to spawn zombified piglins. 

    Some wither skeleton farms would also be affected.

    Also, spawn level should remain consistent with current worlds, ie: At y-level 30 in 1.18, the spawn rates should be identical to y-30 in 1.17, with an additional boost sub y-0 that was previously unattainable. 

    If you scale to the new max depth it will really hurt the players who invested the most work digging down to bedrock for the best spawn rates.

    I would prefer only light level 3 or lower for overworld spawning. But I can see the benefit, especially since tinted glass is an option; as long as pack spawning will still work thru the tinted glass, which I believe it should if your roof extends past it AND the spawn rates are as good-or-better as their 1.17 counterparts at the same Y-level, i think 0 light level change will be ok. But yea, the Nether especially, and the end[?] should have unchanged light level spawning.

  • 0
    Registered User commented
    Comment actions Permalink

    I liked some ideas above, 1 that it could be around 3 or so for mobs to spawn, and 2 a game rule to allow this to be modified. I don't like the idea of different difficult changing the number. First that would be confusing for switching servers and worlds making more rules to remember. Second that would mean harder difficulty's just need more torch spam, and that's not skill. 

    An idea that could lead to some amazing technical farms would be different mobs have different light levels (I know this already applies to some mobs). But for example enderman could only spawn in total darkness. Baby zombies need a bit more darkness then normal ones ect. 

    Finally I like the part were sunlight and block light should be different levels. I like sunlight staying at level 7 (or even higher) because if sunlight was evaluated at the same level as block light natural cave openings and overhangs would not have as many mobs. This would also keep it so existing mob farms with shade above would not have to have to be expanded and new farms would not have to be larger.

  • 1
    Registered User commented
    Comment actions Permalink

    I have a Realm of a world ten years in the making with some friends (years ago we converted it from Java to bedrock)... And mobs are spawning freaking everywhere even with light, and a bunch of them per "round". It wasn't this bad before caves and cliffs. It's like the game doesn't recognize a lot of light sources or spawn mobs even with higher levels of light.

  • 1
    Registered User commented
    Comment actions Permalink

    We need to have at bedrock edition that we have a mob cap dependent on the despawn radius for mobs, mobs should spawn more if simulation distance is 6 or above, because with a 128 block despawn radius, it's too low mobs, but with simulation distance 4 it should be at it is right now

  • 1
    Registered User commented
    Comment actions Permalink

    I personally hope this experimental feature makes it to stable release! I would love to implement candles into my survival builds because they are such a fun aesthetic, but due to mobs spawning in the lower 8 of the 16 light levels, I just can't. It's not worth accidentally inviting a Creeper into my house just to have moody lighting. I think the candles create a great lighting contrast inside buildings; I love the "aura" they give off! This simply just isn't possible with torches in my opinion because their light speeds too far, but in the current state of the game, torches are one of few options for lighting lest you accidentally leave one corner of your house at light level 7 and come home to an unpleasant surprise.

    On another note, I like playing in hard. But with the beautiful new large caves, there is just an overwhelming amount of mobs all the time. This new feature would be great to create a safe path through these massive openings without attracting Skeletons with enchanted bows or hoards of armored Zombies!

    Personally, I feel like illuminating villages is more work than it's worth, so I often find myself turning villager homes into prisons because they won't be safe at night otherwise. Having torches block off an entire 15 block radius will make sure you don't miss a spot in your spawn proofing.

    Lastly, this feature will make it easier to determine whether mobs can spawn in certain areas on Bedrock because it doesn't have the F3 menu that shows you the light level.

  • 2
    Registered User commented
    Comment actions Permalink

    Not sure if this is just me but mobs just keep spawning like crazy not even a minute would pass after killing some mobs in a particular area and i would have to deal with three more skeletons or zombies that would randomly appear within a couple of blocks from me

  • 1
    Registered User commented
    Comment actions Permalink

    I could care less about the light level at which they spawn, but I do care about how frequent. Every time I go in a cave I have 5 skeletons, 2 creepers, 3 zombies, and a spider swarming around me causing me to die. I remember one specific time when I quite literally had 20 zombies around me. This has caused me to stick to strip mining which doesn't result in a lot of resources so please change this!