Recently the experimental snapshots were making changes to mob spawners in order to make them more challenging to the players. The change that was implemented at that time was a change to the light requirements for the mobs to spawn but later reverted back. This change makes the spawner a lot more annoying than challenging and poses more of a difficulty to mid-game mob farms than it does with exploration. So I propose against changing the lighting rules for these spawners and instead use either the following solutions:
- Increase the radius between the spawner and the player before the game decides to spawn mobs from the spawner
- Install persistent mobs (like illagers in the mansion) of the respective spawner type, along with the structure.
- Slightly increase the spawner's spawning rate/speed.
These suggestions are for the monster spawners to react to the current changes in cave generation. If a player finds a spawner across a huge cavern it's a straightforward task to rush in before it can spawn any mobs, out speeding the spawner's rate, and so the only way to counter that in my opinion is to increase the spawning range/rate. This benefits cave spider spawners that are from hanging mineshafts as they can now spawn higher up and drop on the player, skeleton spawners that require range to be effective, and zombies which need to build up an entire hoard before they can be a threat. Increasing the range of these spawners or having more mobs present allows for a new challenge.
Please sign in to leave a comment.
1 Comments