Looking for clarification on Mob spawner

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sciguyryan

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Jul 29, 2019
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This is not completely accurate, the spawner checks the local area for spawns of the same type... In this case I was dealing with a archer spawner and if a random archer walks inside of the radius that is one less the spawner can spawn...

It only checks a 17x9x17 area around the spawner cage and since no mobs can spawn within 32 blocks of the player this rarely is an issue in any event :)
 

KoncreteLiquids

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Jul 29, 2019
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It only checks a 17x9x17 area around the spawner cage and since no mobs can spawn within 32 blocks of the player this rarely is an issue in any event :)

But it does check and there is a a possibility of random spawn the can be in the "area" so it needs to be said.. Which does go towards my original question, how far (8 blocks) in all directions do I need to make sure are clear of archers. Slimes don't count and should be a different thread. and yes the mobs can spawn within 32 blocks of a player, which is why I built this spawner so I stand 12 blocks from the spawner
 

sciguyryan

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Jul 29, 2019
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But it does check and there is a a possibility of random spawn the can be in the "area" so it needs to be said.. Which does go towards my original question, how far (8 blocks) in all directions do I need to make sure are clear of archers. Slimes don't count and should be a different thread. and yes the mobs can spawn within 32 blocks of a player, which is why I built this spawner so I stand 12 blocks from the spawner

It checks if there are actual mobs of that type in the area. It does not check that there is a possibility for that type of mob to be within that area (popularly called the escape area). That would be quite a silly way of doing it.

Mob spawners are the exception to the rule - no natural spawns can be within 32 blocks of the player. ;)
 

KoncreteLiquids

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Jul 29, 2019
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It checks if there are actual mobs of that type in the area. It does not check that there is a possibility for that type of mob to be within that area (popularly called the escape area). That would be quite a silly way of doing it.

Mob spawners are the exception to the rule - no natural spawns can be within 32 blocks of the player. ;)

thats what I just said?

It checks for the same type so lighting the area up for archers counts...
 

thedeester1

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Jul 29, 2019
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I saw Ethos steal a mob spawer with a portal gun today...It was posted a few days ago by Bdouble...FTB baby
 

SunnyDaze

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Jul 29, 2019
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Do you happen to know the full "check to spawn" area? I read 17x17x9?

This area is a square/cube, centered on the spawner. So from the spawner, 8 blocks out on the x and y, and 4 blocks up and down. Mostly this is looking for how many mobs the spawner has already spawned, with some wiggle room, but it's really not very big. If it finds 6 or more (or more than 6 - not sure which), it skips the round. Each round spawns 4 at most.

What's important for efficiency is moving the spawner's mobs *out* of that range as quickly as possible, so more can spawn every round. Flowing water to a single pathway out, like you have, works great. The most interesting way I've seen was water that quickly pushes out, and drops them 5+ blocks down with a water breaker.

Note that the 8x8x3 spawn area is also a square, centered on one corner of the spawner -- most people do a 9x9x3 space for simplicity. The distance you can stand from the spawner and get spawns is 15 blocks away, but the space is a sphere (which makes diagonal distances tricky).

Mobs that spawn naturally in the world have a cap, a max amount that can be in the world at a time. Mobs that come from spawners do not contribute to this cap, and do not have a cap of their own.