Talk:Giant/Archive 1

If you are a admin or mod of, a server, you can spawn a Giant, or you can use the [mc1200] from craftbook. A Giant is a big zombie but can survive in the day (not catch fire), and are much harder to kill. I guess they are 10 blocks high. Little is known about the Giant, but I seek answers and will post anything I find! Nothing will stop me!

The Advanced Builder, Skyhawk_R (in-game name)

Yeah, This is an Actual Mob.
This really deserves an article. Why do you keep taking it down? They can be spawned in SMP and behave perfectly fine. - DarkAuk 22:51, 11 June 2011 (UTC)

Actually...
I can't find any info about the giant in the "Mobs" article. Not health, not anything... This deserves it's own article. Davidlougheed 20:45, 12 June 2011 (UTC)

Agree, deserves an article. They have 100 hearts, and are about 20-25 blocks high, and they don't burn in sunlight. C ali nou - talk × contribs » 20:49, 12 June 2011 (UTC)

Create as Redirect
I want to make this redirect to the Mobs page. Can an admin do that?

Why does this get taken down?
It is a fully functional mob, so why does this page keep getting deleted?
 * As it says on the main page, the information about Giants is contained in the Mobs page. Darkid 02:40, 6 July 2011 (UTC)
 * It only lists giants under "Unused and Removed Mobs" and has no other information about it. I still think it needs a page. --Trollrilla 02:58, 6 July 2011 (UTC)
 * It only gets listed there because not only can it not be found ingame, but it has literally no unique feature other than its size.
 * I do think the page "Giant" should be a redirect to Mobs#Unused_Mobs, though. Verhalthur (talk)(edits) 03:08, 6 July 2011 (UTC)
 * I still find giants quite interesting. What you said is true, however, I don't see why there is an article about the unused human mob but there isn't an article about giants. --Trollrilla 03:35, 6 July 2011 (UTC)
 * He is damn right. And a lot of players are using Giants as some sort of "boss" in quests. So like crying obsidian or human mob, it deserves some recognition.-- F W D    Talk  05:39, 6 July 2011 (UTC)

Hey guys Please watch your Language, Understand? Kids offtin view the wiki and talk pages. Thanks for your Cooperation. Good Regards. Spencer10APSC 18:05, 31 July 2012 (UTC)

Unused or Removed?
Technically, the Giants were in the game at one point, so shouldn't they be under the "Removed" category of the Entities template, rather than the "Unused" category? SpaghettiGuy3 00:12, 1 October 2011 (UTC)

Noo... they are not removed, you can still spawn them. Removed only makes sense if they are not spawnable anymore, like the human mob. --Captain_Clam 00:45, 1 October 2011 (UTC)

Bugs
Considering this doesn't exist without mods, it is completely unnecessary to have a bugs list.--92.235.12.17 16:01, 3 December 2011 (UTC)

Move to 'removed' mobs
There is no longer 'Giant' entity in Minecraft (as of the newest weekly release, probably also in Minecraft 1.1) and making his spawner has no model inside. Someone messed up with templates so they're uneditable, so please somebody move giant to removed mobs. Xeoxer 16:21, 26 December 2011 (UTC) There is still coding for it and you can spawn them with hacks or mods so they aren't "removed".1xiled1 23:48, 2 February 2012 (UTC)1xiled1

Giant in Removed?
Why should the Giant be in the removed section if you can spawn them with mods? It should be in the Unused section. Punch trees, get wood 16:35, 26 December 2011 (UTC)
 * Ah, screw you up people, I knew somebody would revert this change... giant spawner has NO model inside, check it for yourself! It is a REMOVED mob now! I don't want to change it XXX times like it was with human mob, so please quit reverting. Xeoxer 13:34, 27 December 2011 (UTC)
 * No, they are not removed. Giant spawners never actually worked. You can use the command "/give PLAYERNAME 383 1 53" to spawn them in 11w50a. --Trollrilla 08:00, 28 December 2011 (UTC)


 * OMG, Giant DOESN'T exist (at least in SP) - there is no such entity ID as 'Giant' - I checked it in MCEdit and there is no model spinning inside the spawner. I don't know how possibly you spawned the giant. Xeoxer 10:00, 28 January 2012 (UTC)
 * That may be an issue with spawners rather than giants. Spawn eggs (hacked to the right entity ID) clearly do produce them. Their data still exists in the game files, but they can't be generated by normal means, so they're categorized as Unused, not Removed. -- Orthotope 10:19, 28 January 2012 (UTC)

Wait a second. Either you got the egg in MCEdit or commands what is the ID of the egg though. The Giant should be added in a future update and thier spawn should be anywhere with a large area at night. Also I think it should drop something if re-added in a future update. The Giant can only be obtained in Multiplayer.ChilledEnderman 21:29, 7 October 2012 (UTC)

Sort of Used?
In 12w16a, you can spawn Giants(with cheats) in the World Options. Is this demo or real version?dalolman - Punch trees, get wood 12:09, 4 May 2012 (UTC)

How can you do that? I've tried before. Maybe I did it wrong? User:Endermen 3:36, 21 May 2012

The Reason Notch will never remove giants
They're too fun to reomve --Thenbore 20:51, 18 June 2012 (UTC)

If Giants are fun, why did Notch remove Humans? They are fun too!

Probably 'cause humans "lacked" purpose in Notch's mind

Technical reason for not spawning
I found what exactly prevents giants from spawning, which may be of interest to modders. Almost all of their functionality is inherited from the generic monster (EntityMob) class. In particular, getCanSpawnHere requires that it pass two tests: isValidLightLevel and getBlockPathWeight >= 0. isValidLightLevel remains the default for monsters, returning true if the light level is 7 or less. The normal implementation of getBlockPathWeight is, which is positive when the light level is 11 or less; this is what lets blazes and silverfish spawn in brighter-than-normal conditions. However, giants reverse this:, so they can only spawn when the light level is greater than 11. Obviously, it cannot be greater than 11 and less than 8 at the same time, so their spawn condition is never valid. To allow them to spawn, a mod must either change the implementation of getBlockPathWeight, or override isValidLightLevel, depending on which conditions are desired. -- Orthotope 07:42, 30 September 2012 (UTC)