[Suggestion] Strays and Husks able spawn from spawners if biome and sky conditions met
Opened this issue ยท 7 comments
Strays and Husks spawn under the sky in snowy biomes and deserts respectively, but not if spawned by a spawner.
An option to allow Stray/Husk spawning from a spawner that has skylight access in the correct biome would encourage building more creative farms. It could also be combined with custom loot tables (like Husks dropping sand, as showcased in the Carpet mod overview video, or something like Strays dropping ice) to be more rewarding than a plain zombie or skeleton farm. Strays drop slowness arrows when killed by the player even without any modifications to its drops.
@DragonEggBedrockBreaking
I made a spawner trap that has sky access at night but is blocked at day, and only learned afterward that Strays cannot spawn from a spawner. I would say that is more creative than a completely underground farm.
@DragonEggBedrockBreaking
I made a spawner trap that has sky access at night but is blocked at day, and only learned afterward that Strays cannot spawn from a spawner. I would say that is more creative than a completely underground farm.
It is not gonna be too difficult to do it; just flying machines, blocks and an some daylight sensors. Imo this is simple to build. In fact, I now think that even a stray farm with an igloo is too easy; just copy the shifting floor design. You may need a redesign because an igloo is taller, but the concept is the same. I think that vanilla stray farms are the most impressive because you have to spend more time and know game mechanics better to design it.
https://www.youtube.com/watch?v=qJ6zT6vLeS4
https://www.youtube.com/watch?v=dZDwULc5P-4
I think it'd be more interesting to have a farm that only works at night, even if it is less efficient. If you're more efficiency-minded, then you can definitely go with the special structure spawning rules, but if you want the old behavior back (like with doubleRetraction and similar rules), then this would be a nice option to have. It also may re-enable stray spider jockeys and husk chicken jockeys.
That's like saying "it's more interesting to have a car that works between 8am and 11am". In the end, farms are for items. Spawner farms are already semi-inefficient, and halving the rates is not important. Having thousands of items per hour is pointless for most people, but having a few hundred won't be enough. This is especially true because strays drop bones, arrows and arrows of slowness, and many bones are useful for a ton of bonemeal. For husks, if you don't use a sand datapack, then why build a farm for rotten flesh? If you do use a sand datapack, sand is very useful and almost necessary in large quantities. For some items, you can do with a spawner, but having a half-efficient spawner when there are other options is not a good idea imo.
This may be pointless after 'husksSpawnInDesertTemples' from carpet and 'straysSpawnInIgloos' from carpet extra.
i wouldn't say it's necessarily pointless as this was the behavior in 1.11 and prior iirc
That doesn't explain why it isn't pointless, simply what it was like before. If you have (better) alternatives, why do you need this?
"would encourage building more creative farms"
I don't understand how. Wouldn't a farm just be digging up space above a spawner for skylight and building a normal spawner farm? How is a spawner farm creative? Also, it will have only half the drops because it will only work at night.
I think it'd be more interesting to have a farm that only works at night, even if it is less efficient. If you're more efficiency-minded, then you can definitely go with the special structure spawning rules, but if you want the old behavior back (like with doubleRetraction and similar rules), then this would be a nice option to have. It also may re-enable stray spider jockeys and husk chicken jockeys.