Talk:Monster Spawner

Decompiled source
Aren't you not supposed to distribute Minecraft code? I am not very knowledgeable in this area if the question may seem stupid to you.

--68.187.156.141 02:56, 11 July 2013 (UTC)NFWright

They're not. Pseudo-code is, essentially, just a description of what some code does. It's not Minecraft code.

Lets take for example this example from the Page:

if (spawner delay == -1) {       reset spawner delay }

This is not valid Java, which is what Minecraft is coded in. In Java, your variable names ("spawner delay") can not include spaces. Also, "reset" is not a valid command in Java. There is no indication that it's a defined function in Java because it would take the form of function_name(parameters), so in our example case it would be: reset(spawner_delay) -- of course, after fixing the invalid variable name.--70.185.228.203 12:40, 26 January 2015 (UTC)

hmmm
if you use a silk touch enchantment will you get a monster(I don't mean human) spawner? 99.174.200.114 03:16, 15 July 2013 (UTC)
 * No. Like the article says, a spawner can't be retrieved at all in survival mode.  --Mental Mouse 03:35, 15 July 2013 (UTC)
 * Mental Mouse is right you cant even with a solk touch 127 pick (the ledgends are true!).  LABHOUSE (talk) 22:50, 22 October 2013 (UTC)

Creepers
Why does the article say that naturally spawners will not spawn Creepers? I found a Creeper spawner in a legit vanilla world.--96.227.140.85 03:47, 18 July 2013 (UTC)


 * If you're certain no mods or world editors were involved, post the world seed and coordinates so other people can confirm this. -- Orthotope talk 05:21, 18 July 2013 (UTC)


 * The net seems to insist that creeper spawners used to occur naturally, but we can see from the code that they don't today. I wonder when they were removed, and why? Courtes 09:15, 23 July 2013 (UTC)
 * Who is "the net" that's insisting on this? I seriously doubt there were even creeper spawners in vanilla survival, and certainly not in dungeons.  Besides being OP, there's a little problem that the first time someone goes in there, they'll blow up their own spawner block.  Of course, adventure-mode maps are another story -- there are ways to finess those issues for a non-random map.  --Mental Mouse 10:45, 23 July 2013 (UTC)

Blaze spawners have a glitched active range.
I have confirmed in 1.6.2 on SMP and SSP, that blaze spawners are not always active when within 16 blocks of the spawner block. The cage will light on and spin correctly when in that range, but does not necessarily spawn new mobs. The horizontal range seems to act correctly, but vertical distance is glitched. You need to be about 14.5 blocks below the spawner, or 17.5 blocks above the spawner for it to make new mobs.

It appears that the 16 block radius is shifted focus above the actual spawner. This only affects blazes and I can confirm that my distances are correct, because I used a mini map way-point.--71.185.114.250 15:10, 24 July 2013 (UTC)


 * This bug has been on the tracker for a while now: MC-13381. It seems to me that visual spawner activity (light, spinning) is determined by your head's distance from the spawner block, while its generation of mobs is triggered by your feet being within range (the F3 screen gives you both). Thus, it does kind of matter horizontally (see screenshots in the bug report). Plus, I suspect that this is an issue with every type of spawner; at least it is easily reproducible with a pig spawner in creative single player. It's most annoying with blazes, because of the funnel-shaped XP farm design ... Thilo77 22:55, 22 August 2013 (UTC)

yeah i've noticed that after i've built the grinder - they aren' spawning at 16 blocks below in 1.7.294.143.240.176 12:50, 18 February 2014 (UTC)

The spawning range seems to be 16 blocks from the center of the spawner block, so spawning can only be expected when the player's feet are no more than 15.5 blocks below the bottom of the spawner block. BTW, the bug mentioned above seems to be fixed in current snapshots (14w04a and later) - now the spawner's visual activity and the generation of mobs seem to be consistent (the feet pos, now the only player coordinates available in the F3 screen, triggers both). This doesn't make an actual difference for the generation of mobs, but players are no longer lured into waiting endlessly for blazes (too far) below a visually active blaze spawner. --Thilo77 (talk) 21:41, 21 February 2014 (UTC)

Squids!
How do you get other spawners like squid or Iron Golem? I saw it in a map. Hehe, you need a WorldEdit program like MCEdit. Follow this tutorial: http://www.youtube.com/watch?v=8dRidXHMYRE --NecropoGames 13:36, 16 August 2013 (UTC)

Bro... c'mon. You can just right click a spawner with a spawn egg and it becomes a spawner of that mob. Iron golems... I dunno though. There's probably commands for it, I don't think you need MCEdit to do it. At least what I'm talking about works in Pocket Edition, mob eggs and stuff. Bubblespluscream (talk) 01:53, 3 October 2015 (UTC)
 * I'd don't think iron golem spawners can be created without mods. The BlobsPaper.png 01:57, 3 October 2015 (UTC)

Nah, you can do it with very specific commands, I used to code maps and I used to make mob spawners that would spawn a chicken riding a skeleton with a pumpkin head or whatever. If you know the commands, you can do just about anything. This one places one below you /execute @p ~ ~ ~ /setblock ~ ~ ~ mob_spawner 1 0 {EntityId:VillagerGolem} --Hambo325 (talk) 18:25, 20 October 2017 (UTC)

Ender Dragon Spawner
Could someone give me a give or summon command for for a non-hostile, tamed, saddled ender dragon spawner? I'm asking since we can spawn basically any mob spawner with basically any properties according to the page. If there is a way to do this please let me know. Also, if it's possible maybe a command string for the same ender dragon spawner mentioned above with chest equipped like that of a donkey. Please. Brickticks (talk) 21:05, 20 November 2013 (UTC) If it's even possible. Brickticks (talk) 23:42, 20 November 2013 (UTC)


 * Not possible. Only horses (including all variants), wolves, and ocelots can be tame; only horses and pigs can have saddles. Yes, you can spawn other entities with those tags, but the game won't do anything with them. -- Orthotopetalk 02:31, 21 November 2013 (UTC)


 * Oh, OK. Brickticks (talk) 16:16, 2 December 2013 (UTC)

Kinds Of Mobs
Uh I need a little help on how to switch mobs from pigs to well anything just HELP!!!! PLZ!!!!--Hhawa (talk) 17:55, 26 November 2013 (UTC)

Keep in mind this involves replacing the spawners, not changing their tags. Try

Or if you want to keep it simple just replace everything in the brackets with "EntityId:Zombie". Long commands may require using command blocks (which in turn requires creative mode). Also these commands won't replace a block with the same type of block so you need to either pick a new spot or break the pig spawners. 24.68.154.229 07:13, 3 January 2014 (UTC)

Don't forget that most mobs have weird Entity ID Tags like for the Iron Golem, it's "VillagerGolem" so you might have to look some up --Hambo325 (talk) 18:28, 20 October 2017 (UTC)

Monster spawned on PE
I just got the update and was messing around with monster spawners. If one of the mobs is spawned on top of the spawner, they all will be at that same level. I don't know if this is a bug only on PE or in all of the games. 50.80.134.121 07:11, 11 July 2014 (UTC)

Changes in 1.8
I've heard in a 1.8 review that not only the exclusion zone was reduced, but the spawning zone was also increased to 9x9. --Morenohijazo 21:26, 6 September 2014 (UTC)


 * The exclusion zone was fixed to allow Y values to be set by the range, rather than always being 4. As for the spawning zone, there was a bug fixed that would seem to change that, but it does not seem to be true. --KnightMiner  (t 20:17, 6 September 2014 (UTC)


 * I take that back, in my spawner test area I found zombies within a 9x9 area, it seems that was fully fixed. --KnightMiner  (t 20:25, 6 September 2014 (UTC)
 * The exclusion zone was reduced horizontally from being twice the spawn range to being the same as the spawn range; the Y change came later. The spawning zone was adjusted to be horizontally centered on the center of the block rather than on the northwest corner, so instead of being -4 to +3 (8 blocks) it's -3.5 to +3.5 (still 8 blocks, but "rounds" to 9). Anomie x (talk) 22:12, 6 September 2014 (UTC)

Light
How much light do spawners emit in pocket edition?75.165.49.48 02:02, 28 January 2015 (UTC)

Drops
Monster spawners drop nothing, but the digging table indicates that it does. Experience doesn't count because it is not an item. Besides, you would get much more experience by letting it spawn mobs and killing the mobs.75.165.49.48 02:02, 28 January 2015 (UTC)


 * No, it is correct, just because there are better ways of getting experience does not mean it drops nothing. All the other blocks that drop nothing will yield exactly nothing, not even experience. – KnightMiner  (t·c) 02:15, 28 January 2015 (UTC)

Rename to "Mob Spawner"
I propose the page be renamed to "Mob Spawner" rather than the existing "Monster Spawner", simply because the code easily exists in the game for mob spawners to spawn any sort of mob, not exclusively monsters, while they only appear in the world as monster spawners. –Preceding unsigned comment was added by 73.43.144.74 (talk) at 1:20, 03 March 2015 (UTC). Please sign your posts with


 * We name article based on in game name, and if you either check the .lang file or give yourself one ingame, it displays the name of "Monster Spawner". – KnightMiner  t/c 01:31, 3 March 2015 (UTC)

Rewrite for Style
This page is the last one that needs to be rewritten in the blocks category of the Rewrite for Style project. I think that much of the technical details do not really need to be in the Usage section. E.g. the following text is very technical and many users will probably not need to know the spawning algorithm to such specific depth: ''While mobs are spawned at fractional x and z-coordinates (i.e. not aligned to blocks), they are spawned at an integer y-coordinate. Horizontally, a mob can spawn with its center point anywhere within the 8×8 range, but vertically, mobs will spawn with their legs at either the same layer as the spawner block, one block above it, or one block below it.'' However, some of this more technical information could still be useful, albeit perhaps in a subpage or tutorial rather than on the page itself. Thoughts? –Goandgoo ᐸ Talk Contribs 08:04, 8 June 2015 (UTC)
 * People do need that level of detail. I can't recall how many times I've had to refer to that level of technical information from forum or reddit posts where someone is asking (or spouting nonsense about) how exactly stuff works. OTOH, there may not be a need for two sentences that say the same thing in different words as in your example. If you insist on moving it to some other article, please make sure it's extremely clear in this article where that other article might be. Anomie x (talk) 11:18, 8 June 2015 (UTC)


 * Are there any other thoughts on this from other people? –Goandgoo ᐸ Talk Contribs 07:27, 13 June 2015 (UTC)


 * I think that the technical info at I on is needed as I do not want to have to look through MCP to find out details such as the exact spawn range of a spawner. However, the usage sections shouldn't have this level of detail. I would suggest moving the technical information to a new section named, for example, 'mechanics' or 'technical information', but keeping so me basic idea info in the usage section, e.g. 'The monster spawner spawns mobs in an 8*8*3 area around it when the player is within 16 blocks'; the tables, differences in mob centres etc. would be moved. FM22 (talk) 08:56, 13 June 2015 (UTC)


 * I mostly agree with FM22. I would personally suggest leading the usage section with a few basic details (spawn area size, cap, number spawned at once, etc.) and any details not related to spawning (transparency uniqueness, spawn eggs, etc.). After that, I would use either using a subsection or additional section to describe more advance details, such as the failure percentage and more advance description of the spawn cycle. – KnightMiner  t/c 13:43, 13 June 2015 (UTC)


 * That makes sense FM22 (talk) 14:36, 13 June 2015 (UTC)
 * 71.212.10.80 13:49, 13 June 2015 (UTC)
 * . – LauraFi -  talk  18:03, 13 June 2015 (UTC)

You can or you can't in creative?
The page contradicts itself by saying first, "It is also not in the creative inventory, except in Pocket Edition, and as such must be obtained with commands" in Obtaining, paragraph 2, but in paragraph 2 of Usage says, "Spawners can be found in the player's inventory in Creative mode, and when placed will spawn pigs in computer edition, or will appear empty in Pocket Edition." History says nothing about this subject, except for Pocket Edition. So who's right? Can you obtain them in Creative? Or does it differ between updates?

Thanks,

Minceraft001 (talk) 17:55, 4 October 2015 (UTC)


 * It is not in the creative inventory, that part is correct. The other line most likely was referencing the common misbelief that commands only work in creative mode. I fixed it. – KnightMiner  t/c 00:20, 5 October 2015 (UTC)

Mining a spawner ??
The article says you can't obtain a mob spawner, then the next sentence says "the proper tool to mine with is pickaxe". I thought mining means breaking stuff to obtain loot ?

Either reword it or explain how to "properly" mine a spawner, rather than just destroy it. –Preceding unsigned comment was added by 96.23.166.33 (talk) at 08:46, 6 February 2016 (UTC). Please sign your posts with
 * The "proper tool" means the one that you have to use to mine it quickly. Anomie x (talk) 12:22, 6 February 2016 (UTC)
 * I reworded the sentence. The BlobsPaper.png 23:39, 6 February 2016 (UTC)


 * Shouldn't it be yellow, since it doesn't drop anything? Or does the experience count? –Majr ᐸ Talk Contribs 10:45, 7 February 2016 (UTC)


 * I personally am neutral on whether to count experience here or not (it is a drop, but not an item), though but setting it to yellow would be less confusing for people who don't know about proper tools not always dropping the block. – KnightMiner  t/c 22:07, 7 February 2016 (UTC)


 * When I mine the block in the new update (Better Together), I get the monster spawner as a drop in survival. Hambo325 (talk) 19:05, 10 October 2017 (UTC)

Exclusion Zone
The wiki doesn't mention the zone the spawner checks to see if the area is full. The talk page mentions that 1.8 changed this zone to be the same as the spawning zone, but I feel it should be mentioned at least, in the page itself. 172.68.59.131 07:29, 17 August 2016 (UTC)
 * Yes it does: "If, at the time of spawning, 6 or more mobs of the spawner's type are present within a 9×9×9 area, centered on the spawner block, the spawner "poofs" without creating any mobs and then waits for the next cycle." Anomie x (talk) 11:28, 17 August 2016 (UTC)

So a pig spawner (or in my case: a chicken spawner) have a vertical range of 3 blocks, but where should I place the floor for maximum spawning space? I want to use 2 floors if possible S = Spawner [] = testing place for a spawn B = Blocks

Example: [ ] [S] [ ]

So where should I place the floor? (2 floors if possible) [ ] [S]B [ ] B

or instead: [B] [S] [B]

Don't Know if it's a bug or not
So, when I mine a monster spawner with my pickax on the new Xbox One update (Better Together), it drops as a block. I don't know if your information is wrong but I'm in survival and I can legitimately get this block but I can't "use" it (no spawn eggs in survival) Can anyone explain? Hambo325 (talk) 19:01, 10 October 2017 (UTC)
 * Can't reproduce on Win10 (Better Together). --Pepijn (talk) 20:03, 10 October 2017 (UTC)

Can someone try it on Xbox? --Hambo325 (talk) 18:29, 20 October 2017 (UTC)

Disabling spawners with torches.
I removed the claim that a single torch on top of a spawner will disable spawning since it isn't entierly true. Firstly it's the light level in the spawning block that matters, not the level in the spawner meaning that a wall placed next to the spawner can allow spawning on the other side even if the spawner itself is well lit. Secondly a single torch on top of the spawner doesn't provide enough light in the bottom corners of the spawning volume. As a matter of fact, even torches on top and on all four sides didn't completely stop spawning from a cave spider spawner with the floor dug away 5 blocks around it. –Preceding unsigned comment was added by Hexalobular (talk • contribs) at 02:01, 21 October 2017‎ (UTC). Please sign your posts with

Further testing shows that a single torch on top of the spawner allows spawning in the corners of a 7X7 dungeon as well as outside the walls of a 5X5 or 5X7 dungeon (Tested) and should allow it in the entrance if it is in a corner. Hexalobular (talk) 08:59, 21 October 2017 (UTC)

Radius of 16 Blocks through X and Z but not Y
The quote i'm referring to: "A monster spawner is only active when a player is within a radius of 16 blocks from the spawner"

I don't know if the radius only refers to the X and Z axis, but i'm just confused as to why there's no mention of the Y Axis being limited to a distance of 10 blocks. –Preceding unsigned comment was added by 92.17.90.163 (talk) at 06:36, 21 March 2018‎ (UTC). Please sign your posts with


 * "Radius" typically means the spherical area of that radius, i.e. euclidean distance. RealWormbo (talk) 08:41, 31 December 2018 (UTC)

Recent Move suggestion
It has been suggested by that this page be moved to Spawner because it is supposed to be renamed that in Java 1.13.

. It has not been renamed in Bedrock (yet?) or, I presume, in Nintendo 3DS or Legacy Console editions. Renaming it to match just Java would show favoritism, which is contrary to Mojang policy. Arguments that retaining the current name also shows favoritism fail because it's the name used by most versions and the majority of players, and because failure to take an action is a weaker argument than taking it when it comes to implied intent. A redirect from Spawner to Monster Spawner is clearly the appropriate action. – Auldrick (talk &middot; contribs) 15:30, 17 July 2018 (UTC)


 * I asked HelenAngel about it, and she replied that bedrock will follow the new names sooner or later. "Arguments that retaining the current name also shows favoritism fail because it's the name used by most versions" Bedrock edition is just 1 version and legacy console is basically depreciated nowadays, and as I just said, they'll update to that name soon-ish.
 * It has also been talked about a LOT on the community portal what naming should be used, and the 1.13 names is the outcome. FVbico (talk) 15:35, 17 July 2018 (UTC)


 * "...they'll update to that name soon-ish": Then why not wait until then, when the question of favoritism will no longer be an issue? It's not like leaving Spawner as a redirect has any real consequences for readers.
 * "Bedrock edition is just 1 version, and legacy console is basically [deprecated] nowadays": Not by Mojang, it's not, and you just dissed Nintendo 3DS like it's dirt. But even if Java and Bedrock were the only 2 versions, ignoring one to follow the other still implies favoritism, whereas not moving the page implies no preference.
 * The only related discussion on the Community portal certainly isn't "a LOT" (7 comments from 5 editors), and except for you nobody even mentioned article names. Furthermore, the discussion was about when names used in development can be adopted as official, and when it was pointed out that different current versions can use different names for a feature, the subsequent discussion concluded that any such name can be used equivalently. It certainly did not say that 1.13 names are preferred, or anything of the kind. Since neither name is preferred, and the current page name is a correct alternative, there is no requirement to rename the page, and no reason to unless you're a Java elitist. –Preceding unsigned comment was added by Auldrick (talk • contribs) at 17:47, 17 July 2018‎ (UTC). Please sign your posts with


 * "and you just dissed Nintendo 3DS like it's dirt" you're reading too much into that, the 3DS edition is basically bedrock edition without the cross-platform play and marketplace.
 * "(7 comments from 5 editors)" it has been discussed on the discord as well as there, and naturally, more messages are left in discord than a wiki talk page.
 * "and no reason to unless you're a Java elitist." Yes I prefer Java, but I keep that preference away for basically anything.
 * As the names on bedrock can basically update at any given moment, there's no reason not to follow the java name, as that' the newest name it is given; I bet you didn't even consider following the latest given name for articles or images. And realistically speaking, there are only 2 versions, as (what I've said before) 3DS edition is basically bedrock, and legacy console it as good as depreciated (additionally, less than 5% of the community still plays on those according to mojang IIRC). FVbico (talk) 18:09, 17 July 2018 (UTC)
 * For me, I always thought that the article were named based on the name of the latest version of the Java edition... It would make sense to continue to be consistent everywhere on the Wiki. And in addition, we have a confirmation from Mojang that Bedrock will eventually follow the same name... I don't understand why this discussion even happens. JSBM (talk) 19:08, 17 July 2018 (UTC)


 * The statement that not renaming does not show preference is false. Any state of the article will indicate preference, even if the underlying action is a decision not to take some other action. --AttemptToCallNil (report bug, view backtrace) 19:57, 17 July 2018 (UTC)


 * I never said that it doesn't show preference. I said it doesn't imply preference, just like not acting to condemn something evil doesn't imply that you endorse it. Whereas deliberately choosing the Java name over the Bedrock one when both are current, and with no other reason, clearly does imply a preference. As to whether it shows preference, that's for the reader to decide. We can't control what they choose to infer in the absence of evidence either way. – Auldrick (talk &middot; contribs) 22:34, 18 July 2018 (UTC)


 * "Spawner" has been redirected to this page in 2010. --AttemptToCallNil (report bug, view backtrace) 15:39, 17 July 2018 (UTC)


 * on seeing the discussion where HelenAngel mentioned this. I believe FVBico totally when he reports the conversation, but it's a matter of making my own judgement on that Helen discussion, and on the discussion being something others could read as well. As for the naming discussion, having read it myself, I didn't see that we agreed what to do when two release versions have different names. I don't agree that "1.13 names is the outcome" applied to this case. I'll wait on hearing it from Helen or some other Mojangsta. – Sealbudsman talk | contribs 18:12, 17 July 2018 (UTC)


 * Of course, this is now the official name (and it makes more sense, given that we can make spawn any entity). JSBM (talk) 16:37, 17 July 2018 (UTC)

Moving the page
This page should be renamed to Spawner, to be up to date, and based on the naming that will be use in other versions in the future (based on HelenAngel). JSBM (talk) 13:45, 20 September 2018 (UTC)


 * Agreed, only 1 person opposed ever since 17w47a was released; same for Redstone. FVbico (talk) 13:47, 20 September 2018 (UTC)


 * Since when do we base decisions on the number of users who supported or opposed a viewpoint? Note that this doesn't mean you shouldn't express support of a stated idea. --AttemptToCallNil (report bug, view backtrace) 13:53, 20 September 2018 (UTC)


 * The only reason it wasn't moved yet was because it would be controversial; which the amount of people opposing (1) clearly shows it's not. FVbico (talk) 13:56, 20 September 2018 (UTC)


 * That's exactly the reasoning I suggested not to use... --AttemptToCallNil (report bug, view backtrace) 14:17, 20 September 2018 (UTC)


 * All other reasonings were already described in the topic above... FVbico (talk) 14:20, 20 September 2018 (UTC)


 * I mean I suggested not to assert that the number of users supporting a viewpoint is indicative of whether this is the viewpoint which should be accepted in the decision. --AttemptToCallNil (report bug, view backtrace) 14:28, 20 September 2018 (UTC)

Disabling Blaze Spawners
I'm playing on a 1.14.4 local game with no mods, and placing 4 glowstone blocks on the four sides of a Blaze spawner does not disable it like the article states. I tried placing glowstone in a full square all the way around it and on an extra block on top of the spawner, that still didn't work. Not really sure how to do it, but the article is incorrect. Vaindil (talk) 22:43, 6 October 2019 (UTC)


 * Can confirm on 1.15.2 in a local game with Optifine and no other mods that placing four glowstone blocks on the four sides of a blaze spawner does not disable it. That section is incorrect. The method above it where you place sixteen blocks in a pattern around the spawner does disable it. Maybe the four block method only works in Bedrock? The image's description specifies that it was done in Bedrock, and that the spawner still "poofs" without any blazes spawning. --Sam 86314 (talk) 05:59, 5 April 2020 (UTC)
 * That's my image, and yes, placing blocks of light level 15 on the four vertical sides of a blaze spawner prevents blazes from spawning. I used jack'o'lanterns but they have the same illumination as glowstone. If this doesn't work in Java, then the statement should be tagged . I've just done so. ~ Amatulic (talk) 08:14, 5 April 2020 (UTC)


 * I should clarify that I initially tested your method with a spawner that I cleared out a 9x9x5 area around. Your method doesn't produce enough light to disable the spawner in that situation. I have another spawner that I haven't cleared out, and your method works for the smaller room. --Sam 86314 (talk) 02:48, 6 April 2020 (UTC)

I'm playing 1.15.2 and blaze spawners aren't completely disabled using a 7x7 torch grid, centered on the blaze spawner and its y value. I'm noticing they are spawning just outside of the 7x7 grid (4th block out from the spawner). --Vorlice (talk) 23:03, 6 May 2020 (UTC)

Generating spawners
I once watched a video where someone generates a monster spawner by putting cobblestone with a flying machine into a not generated chunk. Because there is the cobblestone structure, the game then thinks that a spawner should be in the middle of the structure and generates one when you enter the chunk.

I don't know if it still works but if it does then it should be mentioned in the Obtaining or in a new category, if it doesn't then it probably should be mentioned in the history category. --Neikrodent (talk) 20:39, 15 February 2020 (UTC)


 * Something somebody did in a video (and by the way there are fake YouTube videos about Minecraft out there) should not be mentioned in the article. If it's a bug, then it can be mentioned if it was reported in the bug tracker. ~ Amatulic (talk) 00:34, 16 February 2020 (UTC)


 * I understand that there are fake YouTube videos and after trying different tags I found several videos of spawner generating machines. Thanks for notifying me about the bug tracker system, I don't think it has been reported in the bug tracker yet.--Neikrodent (talk) 19:57, 20 February 2020 (UTC)

Spawner mini-model loadouts reset?
So yesterday, I found four spawners with special loadouts on the mini-model inside the cage. One was a zombie spawner clad in full gold armour, two were skeletons with enchanted bows, and the third was a skeleton clad in full iron armour. It was too late at night for me to wanna build a grinder of them, so I left them as they were. Come to today, the aforementioned spawners all have default mob loadouts. That is to say, the zombie spawner lost its gold armour, and the skeletons all reverted to standard bows and no armour. Aside from the fact that that really bites because that could have been some serious hardware potential, is this a thing that's happened for anyone else? 90.198.143.131 16:28, 28 February 2020 (UTC)
 * The spawners contain data for the entity directly, as such random variants for defaults can get displayed as well, but that doesn't mean that variant would spawn at all from it that spawn rotation. FVbico (talk) 17:24, 28 February 2020 (UTC)

Spawner Renders
Now, before I say anything, I understand that rendering every mob/entity in a spawner could be extremely tedious and time consuming. Now, I would like to make a request: Spawners with every mob/entity inside. Just a thought… -FezEmerald (Talk to me|See what I've been up to) 23:05, 10 April 2020 (UTC)

Skeleton Spawner in Nether no longer Spawn Wither Skeletons
I know that at some point in the game's development in some versions Skeleton Spawner in the Nether spawned Witherskeletons instead of Skeletons meaning that it would be easier to farm Heads. In 1.14.4 and above they spawn regular Skeletons, when did they changed that and in which versions was it possible?