Talk:Monster Spawner

Radius?
Anyone been able to test the spawn radius of a Mob Spawner? 173.20.67.107 14:18, 31 July 2010 (UTC)
 * it is a fair few blocks. I'd say, about 7 block radius?
 * I've seen instances where I'd dig around the dungeon and create hallways. Sometimes the mobs will spawn in the hallway if no lit properly, proving that a wall won't stop the spawning. Anyone confirm? -- MrMatthew 10/05/10 14:52 PST
 * I cannot confirm this. Are you sure this isn't the effect of monsters spawning in darkness and is completely unrelated to the mob spawner? Noroom 01:42, 7 October 2010 (UTC)
 * It's completely possible, but I haven't seen too many random mobs spawn while underground. I dug the hallway around it, walked out for a bit, and turned around to find a zombie wandering around. Coincidence that it was so close to the spawner? Maybe. Something to test (if possible) though. MrMatthew 15:47, 7 October 2010 (UTC)

I can't confirm it but I'm pretty sure they do spawn outside the dungeon. I dug a pit underneath it, completely closed off the dungeon after placing torches throughout the dungeon and removed all torches in the pit. It didn't take long for two zombies to appear there. Of course the part they spawned in wasn't lit up so it could have been a random spawn but I've never known to spawns to happen with rapid succession and it happened right after I removed the torches. The zombies spawned 5 squares deeper than the spawner and 4 squares off from the side.

Daylight?
Has anyone tested whether mobs will spawn during the day? Or underwater? I can't seem to find an answer, although I dont think they do during the day (even if there is no light around the spawner).


 * I'm pretty sure they spawn during the day; after all, mobs can spawn anywhere in darkness, even during the day. Why not around mob spawners? Though to be honest, I'm pretty sure many people's mob farms work during the day, if they keep the spawner enclosed in darkness. - JC 00:01, 28 September 2010 (UTC)

I can try and test a few of these things. I post the results here soon. --WallShadow 23:55, 5 October 2010 (UTC) Update 1: I have tested a few things,(note: all of these tests were done with artifical mob spawners(mob spawners i placed using hax), the results might be different for natural mob spawners, as artifical mob spawners can only spawn pigs). 1. mob spawners do work in full daylight 2. mob spawners can ONLY spawn mobs on land. the mob spawner may not spawn mobs into water, on water, or on air(i mean with nothing under it). if a mob spawner is in water, it will only spawn mobs if there is a patch of land near by. 3. artifical mob spawners can still spawn mobs even if you completely surround it with torchs, Im guessing that it works with artifical mob spawners because pigs can spawn both in light and dark, while hostile mobs can only spawn in dark areas. Although thats just my opinion, feel free to state any other possibilities. 4. im guessing by the tests that the spawn radius is about 3-4 blocks away, but im not sure, it is just my educated guess.

This info has been proudly brought to you by the Institute of Redstone, where world domination is our goal! --WallShadow 00:17, 6 October 2010 (UTC)


 * While I appreciate you taking the time to do tests, I'm afraid they were in vain, as friendly mob spawners do behave differently to regular mob spawners, and thus most your information does not apply.
 * 1. Dungeon spawners do not work in daylight. That's why surrounding them with torches stops them.
 * 2. Dungeon spawners do not need land. Pigs only spawn on grass, that's why hacked spawners need grass.
 * 3. AFAIK, Pig spawners will only spawn pigs when properly lit, but I'm not sure.
 * 4. I think the spawn radius is about 5 blocks. That's why dungeons are that size.
 * So, yeah... That's what I gotta say about the issue. Noroom 01:42, 7 October 2010 (UTC)


 * Noroom, I just made a pig spawner+grinder+collection method and in my testing, it seems it really does not matter at all whether the spawner itself is lit, but the grass tile in which the pig spawns is lit properly for pigs to spawn. I could be wrong, but that's what I saw, as I put a wall in between the spawner and the grassy tile, and the spawner was not lit.  I will need to do some more extensive testing.  Also, I am a bit glad they only spawn on grassy tiles so it is easier to control the flow of pigs, but also hard because when you want to make an underground spawner, you need grass.  99seconds 01:14, 7 December 2010 (CST)

Empty spawner
I had discovered this dungeon earlierand looted it's chests, but after returning to loot the mossy cobblestone I noticed the Mob Spawner was empty. After a few minutes it did spawn a spider like it did before, but there is no warning. Is this common? External Image Link - AARST
 * probably a bug.--Kizzycocoa 09:02, 11 September 2010 (CDT)
 * That happened to me too. Megadog 23:07, 26 September 2010 (UTC)
 * I got this also, but with a zombie spawner as well as as a spider one. I think it might have to do with fancy/fast graphics. Jaeil 22:38, 5 October 2010 (UTC)

The monster spawner works like regular spawning, i.e. It won't activate unless the user is near it. I don't know how close you have to be for it to start working, but my guess is that it's the same distance as regular spawning. Once the player is close enough the spawner starts generating mobs. Since it only spawns periodically, there is going to be a delay before the mobs start appearing. When you first break into a dungeon, the spawner has been "running" for a while, which is why it's usually full of mobs, but if you run right to it, it may not have had enough time to start spawning yet.

Indev? Infdev? Alpha?
Is this on Indev? Infdev? Alpha? Blha303 11:04, 4 October 2010 (UTC)
 * Alpha SuperLlama 21:32, 5 October 2010 (UTC)

2 spawners?
is it very common to find 2 mob spawners in the same cave and having them in an adjacent room?
 * No. Noroom 20:21, 11 October 2010 (CDT)

Halloween Update
I´ve had a mobspawner almost at the bottom of the map witch was "disarmed" by placing torches around it. But now after the update it doesn´t seem to help how many torches I put in the room, it still keeps spawning mobs. Anyone know if it´s possible to stop a mobspawner at the bottom of a map anymore?

btw playing Alpha -It seems to be that, at a certain depth, light of level 14 just does not do anything anymore. So yeah, try my solution of dumping lava in from the ceiling. It may not stop spawning (not sure yet), but it will kill the mobs before they become a nuisance-Icalasari 22:04, 31 October 2010 (UTC)

Also, about the Halloween update, has it been confirmed that Ghasts and Zombie Pigmen can be spawned? 99seconds 23:10, 17 November 2010 (UTC)


 * YES, Zombie Pigmen and Ghasts CAN be edited to spawn by a mob spawner, even on Earth. -F1racer101 23:30, 17 November 2010 (UTC)
 * Hacked Ghast spawners exist, so it is definitely possible. However, Ghasts being a Nether-exclusive mob, I doubt that a dungeon in the real world would spawn Ghasts.  Same for the zomb pigmen. Jaeil 17:32, 17 November 2010 (CST)

Activation Area
I had noticed that spawners seem not to function if you are a certain distance away from them. There did not seem to be any information about this on the page, so I did a test. It seem that a spawner will only work if it is within 16 squares of you. I have only tested this horizontally. slothen42 15:54 November 08, 2010 (UTC)


 * Just to make sure we're on the same page, this is SSP you're talking about, correct? Noroom 10:56, 9 November 2010 (UTC)


 * That is exactly what I mean. I have not tested this in SMP, as the SMP server I play on is currently set to nether and spawners seem not to work in the nether. slothen42 16:54 November 10, 2010 (UTC)


 * I have a spawner trap set up with a water current conveying the drops to me, the collection spot is ~20 blocks away, and when i'm standing there, nothing drops... when i then walk to the mob spawner it starts spawning mobs... Bnm12 06:31, 21 November 2010 (CST)

Hitpoints
Can the Mob Spawners be destroyed? Drenay 07:45, 17 November 2010 (CST)


 * Yes. Takes 'bout 20 seconds. Jaeil 17:32, 17 November 2010 (CST)

Slimes and Ghasts
can someone test slime/ghast spawners in their appropriate enviroments? slimes can't be tested, yes. but ghasts could, if used in Hell. slimes could if another additional parameter was set. a "size" perameter.--Kizzycocoa 13:37, 20 November 2010 (CST)


 * Just found out that Ghasts can spawn, even outside the Nether. --Fifteen (talk 19:55, 20 November 2010 (UTC)
 * Yeah. If you want a video, look here: http://www.youtube.com/watch?v=Q1ngGBMRePs :3 --Scykei 19:42, 20 November 2010 (CST)

Pig Spawners and Mob Cap
I've tested out a mob spawner using an inventory editor, which results in spawning a large number of pigs. But, I also recall that there is a limit to the number of mobs that can be on the map at once, with separate counts for hostile and passive mobs. But do pigs spawned by a mob spawner count against the cap for passive mobs? Or are they, being created by a spawner rather than at random, not affected by the normal limit? I do hope they are subject to the normal limit for passive mobs, as the room I put that mob spawner in would have space for a lag-inducingly high number of pigs. --Valos 17:21, 2 December 2010 (UTC)

Mob Spawner Enemies VS Natural Spawn Enemies
I came across a dungeon/cavern today which contained a Skeleton Mob Spawner.

As I was fighting off the 4 skeletons in there, a fifth skeleton came out from the Cavern and began shooting at the Skeletons spawned by the spawner. (Which made it much easier, as the spawned skeletons were too busy fighting off the cavern skelly to notice me.)

Is this a bug, or is it meant to happen?

--Buggyman 04:38, 29 December 2010 (UTC)

When Skeletons shoot, sometimes they accidentally hit another mob. in this case, the skeleton. When that skeleton got hit by the other skeleton it turned hostile against it. All mobs do this. for instance, when a skelton hits a creeper, the creeper will chase the skeleton from then on, as the skeleton will protect itself.

--Rbanh 01:14, 9 January 2011 (UTC)