I am suggesting the ability to apply for a spawner to be placed anywhere in your toown you want. The item id is 52 to spawn in.then use /spawner (type) to cjange it to desired. Obviously not until hostile mobs are *fixed* i suggest these pricing, but its up to andrew:
50k base cost +
Blazze 25k
Skele 20k
zombie 15k
Spider 17.5k
creeper.... lol good luck 20k
non hpstile mob 10k
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skinny664521903 BuilderBuilder ⛰️ Ex-Mayor ⚒️⚒️
this has been suggested before http://www.ecocitycraft.com/forum/viewtopic.php?f=14&t=14419 plus these prices need to go way up since the price of exp is really high at like $5 per orb. Being allowed to place passive mob spawners might work because a lot of people complain about the /kill command when their livestock is killed but with the passive spawners the livestock would come back
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Prices could raise, if you want the market to stay as it is, but supply/demand states that with these new sources prices will drop thus justifying semi-low prices.
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Likes:
1. It would be nice to transfer things such as your blaze spawners to a safe location in the nether, or even in the main world.
2. It would probably work just fine due to the fact i think silk touch can pick them up from the ground.
Dislikes:
1. Well, obviously if someone found your "hideout" in the nether they could just rob your spawner and move it somewhere else causing a huge fight :/
2. I think we were able to pick up spawners at one time, but they were removed. (I do not know this reason, we were never able to place them)
Overall:
I can't really tell if this would work out, its something I think would be nice & also be a donation feature. (IMO) I think in the long run this would be something super nice to have.
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Mod gives a plus 1.... one rung higher on the long climb to andrew's opinion :p
Thanks for support/comments and concerns, really all negative or positive is welcome, its a suggestion, and if it is too happen faults need to be addressed. Currently the only fault i can see is that in combo with e repairs enchanted item prices will drop... but... is this really a fault? Where inter-player trade is concerned, no money is ever truly lost or gained. The only way that happens is deals with the server. -
There is only one thing I am worried/concerned about.. I have no idea why it was removed from just being able to pick it up with a silk touch. If that reason was bad enough, I don't believe this will be added.
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As always, whenever I have the chance to get an unobtainable item that doesn't need to be gotten rid of, I put it in my special chest, so I have a few spawners, however they are not able to be placed.
I believe a similar suggestion has been made before and didn't get anywhere, so good luck. I myself am against this as a permanent spawner seems just a little over powered, especially since you would have the ability to just buy as many as you want and have like 50 spawners lined up together for maximum EXP gain. -
make it like town costs then. first is 50k, second 75, third 100, 4th 150, 5th 200, 6 300 and limited at that.
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If spawners were ever going to be a feature/application to get placed, they would end up being 500k -> 1mil -> 2mil -> 4mil -> 8mil. I.E., insane prices. They will not happen... Especially if any spawner placement was less than 200k. We have enough issues with mobs as it is; chance you will ever get them to be placed is basically zero. :/