the material i think really should be implemented into this idea is echo shards, they currently only have a single crafting recipe being a recovery compass and can be hard to get only being found in ancient cities.
Exactly what came to mind for me as well. Maybe you need Echo Shards and Amethyst Shards to make some of the components, some sort of Resonating Cluster block that comes with additional behavior relating to sound, but is also part of this Sculk Phonograph structure, either as a part of a recipe for one of the blocks, or directly as a block you place near the core block of it.
item concept: phonograph pods. found in deep dark chests the pods are plants that can be placed in the world, they can be grown by placing the seed into the world and killing mobs near it. When it grows it will repel mobs that were killed near the plant and mobs that cannot escape the area will will start to shake (like the drowned) and explode into sculk bubble particles covering the nearby area in sculk vines (marking the area where they died) after 1 minute. The plant however will require to be fed light (including the sun), music/sound, or fire/explosions. also it could be used to record sound onto music disc. failure to due so may result in the plant spreading sculk blocks (but not replacing anything) inflicting darkness and hunger onto players as a consequence. (could spawn true sculk shrieker that summon wardens if left to wilt for 20 minute's) skulk blocks also increase the range with deferent values for each bock (i.e. shrieker>sculk catalysts>sculk block>sculk vines) each block having there own radius if there in range of another range. also could be used to record onto used discs by giving plant a disc then getting back a empty disc playing the empty disc in a music player then giving it back to plant to create a new full disc. It could inform the player of it's needs by leaving books in chest that the player opens informing the players of it's bad handwriting and needs (e.g. "phonograph whants more boom boom"). Can be disabled by placing a lectern on a netherite block/lodestone near the plant. I'm going to post this as a proper comment now.
hmm! I really like the idea of a mob proofing thing that can potentially turn bad if neglected! Would explain why the ancient cities look the way they do
I think it would be cool if you can "corrupt" a beacon with sculk catalysts, making it absorb souls within it's range and prevent mobs from spawning like the environment of deep dark. Maybe even make sculk stuff grow near the beacon that players need to either contain or clean up, to balance this system.
I have a small nitpick, and it's because mob switches have existed and been much simpler for way longer than shulker have existed, since zombies that have the "can pick up loot" quality (very self explaining name, thanks Mojang) have been around since 1.4 and they do not despawn when they have picked up an item, this not despawning aspect was how some of the most easily made mob switches were added, you just needed to transport zombies from a spawner to a line where you would throw them carved pumpkins, those who did you kept alive and sent to the spawn chunks, this may sound tedious but once you had found a dungeon near your spawn it was just a matter of building a farm and having enough iron to get those zombies in minecarts.
Here is an idea Mob control core. Top left Cyring obsidian top center totem of undying right top lodestone center left respond anchor center Sculk catalyst right center elytra bottom left netherrite block bottom center becomes bottom right Diamond block
Having a little quartz/copper tool to detect the "frequency" so vanilla players can figure out the device range would also be neat! Especially if it doubled as a Theremin, because why not? I like the idea, mostly because the mob switch feels like a really intense solution. On a big enough server, it would only take one frustrated creeper death for someone to disable all aggressive mob farms by some secret hole in spawn.
There's an old modpack called Blightfall where most of the world is filled with Thaumcraft taint. The effect is that its much harder to create safe spaces than just slapping down torches, and the world outside the safe zones is dangerous. But within the safe spaces it feels properly safe. It always felt like a more interesting way to make safe and unsafe areas. I don't super like the beacon and conduit, though. They feel like peak "minecraft wiki" design--features you'd only understand through reading a guide. That's not a problem really, but it doesn't feel particularly organic within minecraft itself. I've also played a modpack that completely removed aboveground hostile mob spawns, and it honestly felt pretty good. I understand "survive the night" is an important legacy part of minecraft, but it hasn't been a threat since the bed was introduced. Probably too big a change, though.
Honestly if you could find ruined beacons and conduits rarely in the world, along with structures that explain the other features that you won't ever find except by hearing about it, and maybe written books that explain some features in-world, it would improve the new player experience and immersion a lot. I know that stuff doesn't really fit well into the game, at least in the way I thought of doing it, but there probably is a way to make it fit well, and Mojang should put at least some effort into finding that way.
This is a really interesting video! I actually have also thought about this issue, and have made a mod that tackles a lot of issues with mob control. I showcased these features briefly in my latest video. But i'm working on a dedicated video for it. Instead of a beacon-like block, in my opinion it would better to have something torch-like but that won't emit light, as it would allow for more control over which areas allow mob spawning, unlike a singular spherical area of effect. Also something in vanilla to actually help the player see areas areas where mobs can spawn and where they cannot without using the f3 debug screen would be nice.
@@milokiss8276 Glares should have been added by default, they are genuinely a good addition that people massively downplayed as a worse F3 when it's literally a better F3 if anything.
@@Swagorath I poorly phrased it. To clarify, i mean having more expensive blocks still giving the same result as a full pyramid for some of the cheaper ones with the potion effects, then having different properties for mob control with what you put in the pyramid and what resource you donate. Say if you slap a netherite block in your beacon, it slowly kills hostile mobs and collects the loot in a smaller then the full beacon radius. The more netherite, the stronger the damage is and the bigger the radius. With diamonds, it could be the repulsive effect as well as stopping spawns in that radius.
i always thought that soul lights should've blocked mob spawns within a radius, even through blocks. would give them a use, instead of just being direct downgrades to regular torches/lanterns/fires/campfires, and would be thematically fitting, sucking the mob souls out of the air
i know someone else has already mentioned echo shards being a good material for this kind of idea, which is great, but i wanted to add onto it by saying that maybe trial chamber rewards is another opportunity to be taken. it's still in its early phases, so maybe they could add a unique obtainable item from trial chambers that contribute to this idea. given that trial chambers are a big test for combat against mobs, i think a reward for conquering gauntlets of mobs being a way to improve mob control back at home is something that makes sense to me maybe youd need to visit sevaral trial chambers, maybe youd need materials from both trial chambers and the deep dark, but either way the thought process is that you've proven you can handle mobs so you dont need to keep them around your base
0:50 Hey I recognize that place!! :P Fighting mobs can be fun, but if I'm cozying up at home, taking deep breaths and tending to my garden while my fragile cowardly heart recovers from my latest pandimensional expedition, I want a 0% chance of surprise explosions. If torch spam is the cost I'll begrudgingly pay it, but I hope Mojang sees this and gives us a 'Gneiss'er solution :D As always, this is a terrific video with great points and ideas! Idk how you manage to consistently release such high quality content but please don't stop xD
I think this is a good idea. I'd be surprised if Mojang implemented something like this for a number of reasons, but in a game that better knows what it wants to be in terms of progression and accessibility this seems like a slam-dunk for rewarding late-game players with a non-intrusive way to protect their builds.
I used to make underwater domes with custom hand-made biomes on a long-running server, as soon as Mojang lowered the light level required to block hostile mobs from spawning I reworked lighting in every dome to fit the feel and theme of every biome I created, it was a good change. I think Minecraft would benefit from some large area spawn denial, but it would only work if it was something that requires some tinkering and tuning, like maybe redirecting beacon beams with mirrors until the ray is of certain length, I don't know.
Brilliant video. Idea for beacon effect: "warding" Prevents mob spawning and deters mobs from wandering into area being affected Cost: activated by Warden Head / Skull Overrides / Exceptions: Mob spawner cages
but we just replace annoying torch spam with annoying beacon spam. the beacon beam is very very conspicuous. we want a spawn-proofing mechanic that does not compromise the aesthetics or functionality of builds.
@@joevdb9232 I just think Mojang would be more willing to update something already in the game (beacon effects) rather than design and implement entirely new blocks/structures
I love the idea of warding. Like placing something every so often around the perimeter of your base and that keeps mobs out. Witchcraft and magic vibe. Not sure how it would work in game, like maybe it connects each piece to make the protected area space and nothing spawns inside it.
@@gneissname so, let's say for the area to be created, 4 beacons are required that have to be physically connected by straight lines of some block. Maybe something like bone blocks or skulk blocks. You would basically outline a square or rectangle (perpendicular lines) with beacons at each corner. Then there is the issue of verticality. The X and Z axes of the 3D area are obviously determined by the X and Z coordinates of the beacons/borders. We can let the Y dimension have no maximum (upper limit), but let the minimum (lower limit) be determined by the Y level of the border blocks (not the beacons). As for the beacons themselves and activating them... Let's say they don't even have to be full beacon structures. They can be simply the beacon blocks themselves, with a warden head/Skull placed on top. That way, you wouldn't have to worry about a big obvious beam into the sky, like @joevdb9232 was concerned about. You also get to keep the Warden heads without them being consumed, so you can break and resize the "warded" area more easily.
Since you were going with the whole sculk theme i think it'd be a great idea to have to kill a mob near it like the catalyst to exclude it from spawning
I really enjoy the idea of a device or block that keeps hostile mobs away from a large area. You’ve clearly thought about this and the effects it can have on the game. Side note: I really like the old structure block texture and have always thought there was potential for a block in survival to have it and I think this mob repellent device would fit that block texture neatly
This is such an excellent idea! A device similar to the beacon but for mob-spawning will be so useful. Maybe when you are holding an item of it you can see the border of the affected area when approaching it, similar to how barrier blocks work.
As a hobbit hole dweller, a common problem with living underground is the constant cave spawns that force you to tunnel and make rooms in weird places and light level management. I love living in an unassuming underground bunker where the top is shack that blends into the environment and the underground is where the REAL base is but I must admit it is much more time consuming and difficult to make than just building on the surface. Light issues still exist and are made worse with farms and caves down there and having to excavate large rooms for anything is incredible time and resource intensive. It's gotten to the point where I mass enchant stone pickaxes with efficiently 5 with singleplayer commands so making larger farms or tree farms dosen't take an irl day. Having mobs spawn down there, in the caves is not only annoying, but can seriously impede progress if one falls from the ceiling or walls you are mining. It would be nice to have a way to effecively guard against or prevent mob spawns that isn't Warden or a way to prevent expensive iron golems to hunt creepers and not trample crops. Your idea of a "fear" block would also REALLY make the deep dark valuable as the only place to get them or it's components (shulk). Aside from the disc and armor trim, there ain't usually a reason to go down there. Main reason I go is cuz of Cobblemon dubious disks requiring skulk. Edit: Minecraft can be both. Like Terraria , TF2, and Stardew Valley, they're games whose base mechanics are stupidly simple, but get incredibly complex as the player gets better at them. The TF2 scout is literally a shotgun with double jumping legs. Depending on the map, equipment and usage of the base abilities of shoot and jump become incredibly complex. Low skill floor, high skill ceiling.
I know this wasn’t your point but this is the first I’d heard of Cobblemon and I’m very thankful you added that tangent 😭 I tried Pixelmon a couple times but as Minecraft continued to update I ended up missing new vanilla features too much to stay interested 😔 I’ll have to try Cobblemon out. It looks really neat on their website. Hopefully it doesn’t incinerate my laptop too much…
How is it time consuming to dig out a box with a decent diamond pickaxe? Add a beacon with haste to an efficiency 5 diamond pickaxe and you can mine out thousands of blocks in 30 minutes.
Hi, fabric modder here. This topic is obviously very interesting and certainly difficult to balance. But the biggest difficulty might be on how to visualize or tell the player otherwise, how far the area actually goes, if this feature is supposed to be "Vanilla+" -like. It should certainly be placed as end-game content imho ^^ Nice video.
Thanks, I like someones suggestion for something like a tuning fork and it would make a noise if held and inside the "safe" area. Still requires you to run around and check but it doesn't need a visual component then.
I have actually been working on something very similar to this in a datapack with a friend. The totem pole allows you to select specific groups of mobs that won't be able to spawn within the radius. Any mobs already there will stay. Currently you need a totem base, which is the difficult part to craft needing a nether star. You then craft the totem part of the group you want to exclude. For example: zombie (this includes zombies, husks & drowned). Any totems placed on top of the totem will prevent that mob from spawning. Only totem blocks stacked on top of the totem base will be active.
7:11 This is like an idea I had yesterday which would be salt circles where it no mobs would spawn inside and no mobs would be able to go into the circle. 9:19 This would be very helpful for me, as I have been working on an underground type maze, and having anything but creepers spawning would be great to make areas more deadly without blowing it up.
I like the idea of a land conduit. But instead of using a "Heart of the Sea", the Warden could drop a "Heart of Darkness". Surround it with skulk and there you go. Also the water conduit should be updated to repell mobs rather than hurt them. And radius increased to 16.
Mojang already said the Warden isn't supposed to be something you kill. They won't give it drops. Also, I agree with Gneiss, it should be difficult to obtain. The Warden isn't that hard if you're smart about it.
This would incentivize killing Wardens which are not only discouraged by the devs-- it would also be something not a lot of people would want to deal with anyway since Wardens are made to be ridiculously strong. Instead, it should just make use of an already existing rare item; Echo Shards.
Great video, really well thought-out and not ramble-y. I don't know if you're against playing with mods, but you inspired me to check and it seems there are many great ones that do roughly what you describe. You could even use multiple, so that for example you can use Soul Campfires to prevent spawning/deal damage within a medium radius, and ALSO build more complex/Expensive structures that have a more powerful radius/effect. Definitely going to add those to my current modpack, thanks again for your clear feedback, I found it helpful 🙏
Thanks! I didn't look though the existing mods before making this, maybe i should have to get more ideas. I use mobs like carpet, axiom, world edit, etc but tend to keep the gameplay pretty vanilla for our server. If i had the time I would love to mess around with the create mod and terrafirmacraft.
got some minor additional info that might be useful that I did not see you covering about mob switches. Spawn chunks, and by extension, the 3x3 chunks area that are loaded by a nether portal chunk loader have 3 distinct zones: - the central 19x19 chunks for the spawn chunks (1.20.4 and below, this will be changed to 3x3 from 1.20.5 onwards) and the 3x3 chunks area centred on the chunk with a nether portal loader are the entities processing chunks. Here everything will function just fine without the player being around (aside from random tick based processes such as plants growing naturally, but bonemeal dispensers will still work), redstone will work, entities are loaded and non-despawning hostile mobs that aren't named/holding items/mounting a cart/boat are counted towards the mob cap. - the inner ring of chunk that is just outside of these entity processing chunks are chunks where entities aren't processed, items won't despawn, carts won't move, mobs won't walk around, etc. Though redstone will still work without the player being around here. And hostile mobs will still count towards the mob cap. - and the final outer ring of chunks are lazy processing chunks where entities aren't processed and redstone doesn't work. The only thing here is that hostile mobs will also still count towards the mob cap in this ring of chunks. It is generally a bad idea to keep your mob switch, however many mobs that you'd require depending on the number of players on your server, in the entity-processing chunks areas of the spawn chunk or the portal loader. This keeps their AI constantly being processed and creating a huge amount of entities lag. If your Minecraft world is running on a good system, this wouldn't be too noticeable in normal gameplay assuming you have only about 1~2 players worth of mob cap, but the strain on the server will still be there. It is better to keep these hostile mobs in the other 2 rings of chunks outside of the entity processing area so that their AIs aren't processed, pretty much negating any entities lag and reducing a huge amount of strain on your system. The hostile mobs that are kept here will still count towards the mob cap but they'll just essentially be a number as far as your system is concerned. In this way, mob switches are also extremely useful for the purpose of reducing lag on your servers, especially those with a lot of players. I did notice that the mob switch you are using pushes the zombie villagers in and out of the lazy processing chunks in your spawn chunk so I'm assuming you are already aware of this, but it might be nice to let the viewers know as well so that they could avoid bad practices if they are attempting to do something similar. Further more, if you keep your hostile mobs in the lazy-processing, you actually do not need to use special non-despawning mobs like shulkers, traded zombie villagers, wardens or withers. You can keep just regular hostile mobs in here, i.e. zombies, skeletons, creepers, etc. and they won't despawn because the entities are not being processed, but they will still count towards the mob cap. This could be a much simpler method of gathering mobs for a mob switch. However, it does come with a caveat that you if you do make a mob switch this way, you'd need to leave the area via a portal to another dimension for if you simply walk far away, the mobs will still despawn like normal. Therefore, this method is not recommended for usage in the nether since it would be alot easier for people to accidentally wander into the mob switch and get everything to despawn. This is more suited for usage in the overworld, going somewhere far away that people are unlikely to wander into and make a mob switch like that there using a nether portal chunk loader. This method of course also extends to mobs that have their own caps such as bats and squids. You can in fact make bats and squids switch this way if you really want to go to the extreme with lowering entities lag. Bats have a cap of 15/player and squids share the water creatures cap of 5/player with the dolphins. I hope this long-winded explanation was not too incomprehensible lol. PS: I've been really enjoying your educational content videos, I've learned a lot about geology through them. It is a field that I initially didn't care much about in but I'm finding them quite interesting thanks to you. Keep up the good work.
This is a perfect use for the echo shards! Echo shards currently have exactly one use, the recovery Compass, which is completely useless on Hardcore and nearly useless with keep inventory or if you are a little careful about not dying and watching where you go. Echo shards desperately need another reason to exist
I like it a lot! I would love to see someone make a mod mock-up. I also love that you play Minecraft with your daughter. I wish I had something like that 😊
AFAIK skeletons won't try to shoot golems if the fence is two blocks tall and, with a beacon, the player can jump over 2-block fences. I think it'd also prevent creepers from detonating on a player standing too close to the edge of their base. The real pain there is installing cats everywhere so phantoms don't annoy you every night. One thing to note is that with mooshroom islands, it's fairly easy to find a *small* island and clear it out. I used a silk touch axe on giant mushroom stalks, a fortune III axe on the giant mushroom caps, and repurposed the brown mushrooms I got out of it in a slime farm. Then I mined out everything to my desired y level, used a shovel to convert the remaining mycelium into path blocks, and built a wall around it so the Drowned can't get in. If you want your base to take up the entirety of a small island and have no desire to see natural terrain, that's the way to go. Alternatively, if you want to base underground or in a cave, you could put that in a mooshroom fields biome. The deep dark also wouldn't require mining out all of the shriekers necessarily, because you don't have to build in an existing cave there. You can just mine out a place you want your base to be. Some other biomes are getting overlooked though imo. Watery clearings in Mangrove swamps spawn basically nothing, and some really cool pile dwellings would fit in there. A ship-like base over deep oceans could easily be designed to keep Drowned out. If you kept your bed in a Stronghold you could build a base in the empty expanse between the central and outer End islands, which are creeper-free and phantom-free in addition to being easily spawnproofed -- and it'd have the added benefit of being easily accessible from any Stronghold. As much as I enjoy this challenge, I agree that there should just be more options. It's too much of a hassle for the most part. The main things I'd like to see are a greater diversity of light blocks, a greater diversity of blocks you can cover them up with, a greater diversity of spawnproof blocks, a means for Bedrock players to see exact light levels, and more anti-phantom tech (e.g. a block that repels them).
Having the heads prevent those mobs from spawning makes more sense to me rather than allowing them to spawn. Since mob heads are difficult to obtain, it’d be a reward to buff the mob blocker rather than to nerf it.
Here's my idea: The device's area of effect is square, not circular, and aligned with chunk borders, not individual blocks. Its size is proportional to the number of echo shards inserted into the device (0, 1, 4, 9, 16, 25, 36, 49, or 64) with one shard corresponding to a 5×5 chunk area. Shards can be added or removed from the device using hoppers. Players choose which mobs a device will control by placing the corresponding mob heads onto the sides of the device. Consequently, each device can control the spawning behavior of up to four mobs. If four isn't enough, perhaps heads can instead be stacked on top of the device and appear as though mounted on a spike. By default, all spawning of the selected mobs (except by monster spawners) will be prevented within the given area. However, specific block types can be whitelisted for mobs to spawn on by adding blocks of those types into the device's inventory. Perhaps this inventory of block types could also have a button to toggle it between whitelist and blacklist. The device itself could be relatively inexpensive to craft once the player has access to late-game materials. The real cost of the device would be all of the echo shards and mob heads required to make it function.
Not often I 100% agree with someone's take, but this is definitely one of them. I was really hoping when they added glow ink one of its uses would be to combine with ordinary blocks to make blocks that gave off a light level just high enough to stop mob spawning without making the world too bright. But honestly a beacon solution would be even better.
An idea that I saw proposed in another video and really loved is to restrict the basic mob spawns just slightly so that they can’t spawn on ‘non-natural’ blocks like wood, brick, and concrete. That way the risk of mobs spawning decreases the more you develop your base and connect things with paths/roads
Kind of the smallest of things to bring up, but the way barrier blocks work in Minecraft is they are only visible if you are holding a barrier block. So this hypothetical item could work like that.
I like the beacon idea. Here is my pitch. Since a player needs to kill a wither for a nether star to make a beacon, killing a warden would drop an new item, soul gem (work in progress). Another new block, echo crystal block, made from 9 echo shards will be used as the two bottoms corners. A sculk shrieker in the bottom middle. The new soul gem in the middle and surrounded by amethyst shards.
I really like these ideas, and I'm hoping to see someone make a mod inspired by this honestly. But with how great the ideas are in this, I feel like Mojang would almost never do anything like this. Their mindset for adding features to fix issues usually seems to be Band-Aid solutions. For mob spawning in particular, instead of something new, they just reduce the maximum light level for mobs to spawn in and include a different way to see light levels like F5 (the Glare).
It makes sense that such a big problem as mob spawning would require some difficult to obtain things, but a full netherite block? That's insane! I'd like it much more if making the radius was difficult, something like totems that link to one another, and you place them all around your build, and you *can* use harder to obtain blocks to make it easier to build/have a greater effect, but just like the beacon, it's an option
item concept: phonograph pods. found in deep dark chests the pods are plants that can be placed in the world, they can be grown by placing the seed into the world and killing mobs near it. When it grows it will repel mobs that were killed near the plant and mobs that cannot escape the area will will start to shake (like the drowned) and explode into sculk bubble particles covering the nearby area in sculk vines (marking the area where they died) after 1 minute. The plant however will require to be fed light (including the sun), music/sound, or fire/explosions. also it could be used to record sound onto music disc. failure to due so may result in the plant spreading sculk blocks (but not replacing anything) inflicting darkness and hunger onto players as a consequence. (could spawn true sculk shrieker that summon wardens if left to wilt for 20 minute's) skulk blocks also increase the range with deferent values for each bock (i.e. shrieker>sculk catalysts>sculk block>sculk vines) each block having there own radius if there in range of another range. also could be used to record onto used discs by giving plant a disc then getting back a empty disc playing the empty disc in a music player then giving it back to plant to create a new full disc. It could inform the player of it's needs by leaving books in chest that the player opens informing the players of it's bad handwriting and needs (e.g. "phonograph whants more boom boom"). Can be disabled by placing a lectern on a netherite block/lodestone near the plant. I'm going to post this as a proper comment now.
while its def not and absolute fix to the issue, in the case of snowy biomes you can change the gamerule so that the snow layers that get placed by the weather stack between 2 and 7 high, it doesnt get all the spots and ur changing rules, but it still gets most above ground places and i dont think mobs will walk in since they can only spawn in loaded areas and loaded areas will get covered in snow
This reminds me of a very classic modded item, the Big Torch (i think from OpenBlocks? Edit: from ExtraUtilities) you'd craft it with like a whole stack of torches and it would prevent spawning in a large radius around it. Some kind of magical item like a beacon that does this would be a really good addition to the game.
my idea for mob control goes hand-in-hand with an idea for a beacon overhaul i've been working on. but basically, a beacon with a full netherite tier in its base just straight up prevents hostile mob spawns in its radius. seems like a fitting level of difficulty for me. if you can make 9 netherite blocks, you've reached a stage in progression where you should be able to control mob spawns.
the solution on my family server has been the mod 'peaceful surface'. this makes mob spawning work as if it is always daytime. mobs always spawn in caves, but never on the surface. another idea is to add another dimension with no mob spawning - a safe haven for endgame builds. like you said, mob spawning is desirable in caves and on adventures; just not in your base. (I dislike how this splits off player bases from the rest of the world though.) thanks for sharing your ideas, they are fleshed out and interesting. food for thought for mod/modpack creators.
Really clever video. I've never thought about this but it actually makes a lot of sense for many situations. Some of the chance of a creeper wandering into an area of your base and blowing up is annoying, but it is part of the game so I wouldn't necessarily punish mobs wandering into a restricted zone. Having a no spawn zone set by a block or some mechanic would definitely give you a lot of control to prevent that from being a problem.
It would be interesting if this block was something that was found naturally in the deep dark and had a natural effect on you as well. It could do something like add mining fatigue or cause the player to get into something similar to adventure mode. The block can then be turned off and crafted into a new block that only does this for hostile mobs. My idea for the effect is to be paralysing dread, which causes all hostile mobs to act passive (unable to attack, creepers are unable to explode) while they try to exit the radius. That would fit the theme with how skulk sensors are used.
Interesting idea, and I feel could actually make sense to add usage to the echo shards aswell and themeatically could make sense. Wasn't aware conduits were actually not renewable, generally I think some form of renewability is preferable. Also surprised the average age is 24, I would've thought it was slightly younger than that but it does make sense. I really hope they do add something like this, although personally I would want to make it so mobs can't spawn out in the fields around my spawn - I really like how they look at night without torches esp. with shaders but the amount of mobs just makes it completely unviable to do so. Ideally you'd have a sort of beacon-esque block for it as well as shorter range blocks you could bury underground irregularly in an area to stop mob spawning there, probably a similar range to what the torches do.
I love your idea of multiple parts to build a machine, each part with varied uses. My thought is each part of that machine could be found in different end-game locations, eg. end city, deep dark and bastions + new features/dimensions. Youd have to hunt down each part to get the full effect and utility of the machine, but with only one or two parts, you can still do some limited things that may even be enough for your circumstances.
i like this idea more than the magnum torch mod lmao i would love to work for a beacon-like structure made with netherite and echo shards, maybe using a little copper and something from the end. make it with a little bit from every dimension. perhaps a shreiker, echo shard, bit of end stone, and amethyst. add a mob head if youd like to allow that creature access to the area, that way you can have mob farms that are hyper specialized - but ppl still have the option for current methods of farms if they dont want to go about crafting it.
I do agree that Minecraft could use some more involved mechanics. Minecraft has an education version for a reason, even kids can learn to build very complex and interesting devices in modded without needing to have their hand held, they just need the incentive and the feedback to learn how to do it, and what's better, it gives all of us a better game in the end. I do agree with the multi-part solution, perhaps something that's mob dependent that stops the spawning and scares away certain types of mobs based on the initial crafting recipe. We could rely on heads, as rough as it'd be to build up a charged creeper farm for such a task, or perhaps just rely on feeding the item specific mob drops to have such an affect on each mob.
I think that this would be a really good feature, especially for late game. I host a survival world for me and my friends and we inhabit one little city for more than 4000 in game days. I have a sorting system with every stackable item except non skeletal/dragon heads and customizable banners. And I think that at this stage some item preventing hostile mob spawning is pretty reasonable. I also think that whatever block has this effect should contain out of rare items from every dimension. Maybe a wither star, one potion of dragons breath and a shrieker?
Being able to hire guards that you can set a patrol route for could work. The guard will attack hostile mods and nothing will spawn within a certain distance of the guards route.
I would love this alongside an update that includes more Omens like the ill omen to let players choose to engage with mobs even more. Personally i also want the opposite of this, less mob control the rest of the time, a very slight tilt towards more opposition with better ways to choose against it or embrace it.
I guess the device in question should use parts from all the bosses/unique dimension materials to upgrade itself. Using a Heart of the Sea, Dragon's breath, Nether Star, and a new sculk dimension boss drop as sequential upgrades that slowly amplify the "force field," so to speak. I personally like the idea of a block totem. Building your totem up as you naturally progress through the game's challenges (or at least how most people tackle them...). You can just have different heights for what you want to protect while still allowing early-game players to have a minor field when just starting their world instead of it being a late-game thing.
I think instead of a visible border to determine where mobs don't spawn; it should be similar to the 'Darkness' effect where it's a teal-ish fog that gets farther depending on configuration. The fog would only appear if you are 1 or 2 Blocks near it. This feels way more vanilla since it uses an already existing visual mechanic as well as fitting well thematically with Sculk if it's ever connected to Sculk.
This idea has merits, but one of the biggest challenges in MC is, as you say, keeping monsters out of your base. We wouldn't want to simply "solve" the problem entirely; just make it much simpler. I'd say have this monster-repelling structure require a fuel source- you can feed it up to, say, 5 days of fuel. Obviously, it shouldn't be literal fuel - coal, kelp, and bamboo are too easy to get a steady supply of. Maybe materials, like whats used to power beacons. Iron, Emerald, Diamond, Gold. This means that your peaceful lifestyle will be maintained by collecting the resource to run the device
I would say for your module idea you should be able to place border blocks that create a unique area shape made up of squares. You could incorporate this into your builds in a fun way and would be a more unique way of expanding the border.
I'm not a fan of the yearly mob vote. Its a cool idea to do once or twice but not every year. 5 million voted this time and the armadillo won with 40% of the vote, so 60% of the voters voted for something else and are unhappy @@oregonz
@@gneissname yeah im starting to dislike the mob votes(idk why but i like the biome votes much better💀), just too many and what not but what the community did i can not support, even crazy that the DEVS even had to come out(with kingbdogz making the tweet of the insider scoop of what goes on for minecraft but deleting later which is really sad) and say something about this backlash for this year. this has been too messy these recent years, hoping they can make 1.21 really good and earn trust(especially with the villager trading rebalancing and such), i don't wanna see the game die on a bad note, either it gets better or nothing bad happens. i still hope for illusioner to come into the game even though it wasnt part of any vote.
The idea reminds me of the feather crystals from Berserk, which repels monsters. Using amethyst and echo shards sounds appropriate for a sonar repeller
I think mobs should slowly close in (spawn closer over time) and if you kill off a huge amount of mobs, there wont be mobs there for some time. Another example of this should be, no mobs can spawn in an area if they couldnt get there/enter. So found a cave thats a dead end but block off the front? No mobs will be there. Built a giant castle with a massive roof? Well mobs cant reach there so they wont spawn. This would make it so much better for builders.
I personally like the idea of a mob fence, or anti-mob lining. Create a special fence type, requiring perhaps spent shriekers, echo shards, etc. Something rare that requires players to hunt down ancient cities and loot them. That fence, when fully enclosed (Perhaps compatible up to 5-15 blocks away with other blocks before their mob defensiveness fades and needing more fence blocks proper, so the fence does not need to be an enormous strip of the same block) would restrict mob spawning in that enclosed area. And the fence can be built taller to increase the verticality as well. Perhaps an upgrade to the beacon, or a new buildable structure entirely. Using the disc shards, perhaps you can play an imperceptible (or just very subtle music to not be annoying) that has secret unhearable tones that mobs despise, and avoid. And either this disc needs to be manually replayed (or need a redstone device to automatically reload it) Mob control is terrible in Minecraft, needing to throw torches up everywhere is such a pain and eyesore. They need something better.
I think fences and walls should have a function where, when built around an area, mobs are unable to spawn in that area. This would make it so you could build this no-spawn zone as small or large as you need as well as an exact shape.
i like the general concept and agree that a multiblock structure like beacons and conduits would be a good way to mob-proof an area, although your implementation feels wayyy to complex for vanilla. customisable parts, redstone controlled, etc, i dont think any of that would realistically ever be added. i mean, the idea as a whole probably wont be added since im sure they could argue that light / cats + golems are both good enough solutions already as for what stuff it could use, echo shards could maybe be used as part of it in some way, has the skulk connection and gives them another use
It was giving me create mod vibes thinking about it. Forcing those creepers into that corner in the video did make me chuckle at the idea of making a cat perimeter around the entire base. I would be required to call it the purrimeter -_-
I love the idea of taking a cue from the Calibrated Sculk Sensor and making a crafted shrieker to cause mobs to not spawn and/or run away. I wouldn't even mind if it didn't have the customizations you describe - simply somthing with a fixed radius to block hostile mobs from spawning would be great. The avoidance feature is already coded in - piglins and other mobs' behaviors are coded to avoid certain blocks. Certainly the avoid_block component in Bedrock could be added to all the hostile mobs and given highest priority in the behavior files to cause them to making fleeing the most important behavior to execute. Then add a new spawn rule to prevent them from spawning within the radius of the specified new shrieker block. Not sure of the performance hit, though, since avoid_block (and its counterpart move_to_block) have to scan the world chunk data in the immediate vicinity for the block(s) specified in the component JSON. As for mob-proofing my villages, right now I simply light them up and surround them with a fence so no mobs (or raiders) can get in.
i think to repel all kinds of enemies, you have to do something that really makes them fear you. gathering netherite doesn't do that. but it could be made more interesting than just a single boss kill. maybe you need a dragon egg or end crystal, to scare off the mobs of the end, which might include zombies and creepers, since they are just overworld mobs, a nether star or just a wither head to scare off the mobs of the nether, which i would say includes skeletons in the overworld, and finally a Warden boss drop, whatever that should be, to keep out the mobs of the caves, which would include spiders. to become feared enough, you must conquer the most feared.
the issue with a big AOE like this is if you have mob grinders in your base (which a lot of people, including myself, do), this would render them completely non-functional. maybe add the caveat that the effect can't pass through blocks/only works on blocks open to the sky.
I mean he did say he'd want it to be like the beacon where you can easily use redstone to remove the effect if you want. Not passing through blocks or skylight only does somewhat balance it (it could be used to quite easily replicate some aspects of a permiter by supressing mob spawning in the area around your farm) but he was wanting to make it quite expensive. Skylight imo is not a bad idea but that means you'd still have to torchspam if you had a cave base and the idea is to pay in order to avoid the annoyance and aesthetic downsides of light spam in an area.
Maybe a "crumb" system, like if the player puts down paths or select "man made" objects it wards off select mobs. Could be be something like "Wind Chimes scare away skeletons" and "Windvanes startle endermen because they look like arrows" then offer like 2-3 variants of each "warding item" so players dont have to all have the exact same decor
Other people: Less build restrictions please. Me: Added EnviroMine to my mod pack mostly for the block physics, ultimately to make building a challenge by requiring some degree of structural integrity.
I think that the game Dwarf Fortress has a good system for its enemies, where they originate from a source (deep within the ground, or some hive/nest) and you can manage it in various ways up to and including building defensive structures like walls or destroying the source. while I believe concessions will need to be made for this to be in Minecraft, tying mob spawning to locations and having them move a distance to reach the player incentivizes building and using pre-existing mechanisms like pistons and dispensers to defend yourself or going on the offence to destroy such nests/spawn points.
personally i really want an arc lamp or something to that effect that can light up much much larger areas, like a flood light or something, torches are early game solution and lanterns aren't really better, what if something needed like blocks of coal or lots of iron and copper and gold? i think this would be much better where you could have like a dozen or so light souces and light up youre entire base! the arc lamp from galacticraft would be an example of what im talking about
I feel like the main module should so nothing on its own, but allow the other modules to work The crafting recipies taking echo shards and amethyst makes sense, as well as a netherite block for the core and possibly a dragon head
8:49 When you say that the Mob Head system is already macabre is understating the fact that; what you've suggested doing to blacklist/whitelist certain mobs from the radius, basically requires you to kill maybe tens or hundreds of that particular mob. It's not just macabre, it's sadistic in a way because if they added mob heads for all the mobs for this system, I'd personally have to kill potentially 10-100 spiders, so I could keep a pet Spider of my own. Good thought, but it makes Minecraft cruel in the way that you have to hurt the mob you enjoy enough to allow you into your personal space.
For a bit you could have mobs in lazyloaded chunks (just outside of entity loading but still processing redstone) have their mobs still count toward the mob cap despite those mobs not being able to despawn, was kind of interesting but only lasted like 1 update iirc
it could be interesting if the base version stops both passive and hostile mobs and removes them from the area, but by changing the design it can allow for passive mobs, so that theres a bit of a downside potentionally, also i think the blocks involved should maybe not drop when mined so that you cant just move it all over the place wherever you need it
Here’s my idea: Combine a bell with some soulsand to create a watcher mob. It doesn’t move and doesn’t aggro. Having 3 or more creates a polygonal perimeter within which mobs can’t spawn, and the nearest will ring its bell if mobs enter. Then simply surround your base with them. Inspired by watch towers.
Any variant of this I think would be nice, as long as the polygonal perimeter is kept, since you don’t have to check your base for gaps, and it’s easy to visualise a perimeter.
I absolutely love all these ideas. When you were saying the functionality part of this, I thought you were gonna say something along the lines of increasing the effective size of the area towards that direction. This is a wonderful block idea. I love the idea of using mob heads to limit which mobs can not spawn. I think that if this device is somewhat difficult to make, then the mob heads being required could also act as a great thought provoking method, or at least until the player gets more of this device. Kinda like with the beacons. Again I love this idea. Would it be okay if I drew up some concept art/fan art of this device and it's various bits and bobs?
Yeah by all means. I'm not particularly attached to the design I made. The mockup was just to have an object to place down and talk about so in the interest of time I repurposed existing blocks.
If crafting the item you speak of turns out to be too complex for Mojang, then maybe the sound block itself can be a thing in the ancient cities whether in chests or placed around. Then crafting some hard stuff to calibrate it would be the only thing left. Like having everything for a beacon except the nether stars.
You remind me a little of SimplySarc. I used to watch him a lot when I was younger. Now that I am older, I watch you. What I mean to say is that, watching your content reminds me that I still enjoy the same things I did, but I have evolved and changed along the way too.
Gneiss outro! I wouldn’t think they’d do anything like a mob shield, but lately they’ve been going beyond. Let’s hope the see this video and like the idea
great video. it never really came to my attention how horrible builds look in survival when they have proper lighting, since ive just gotten used to seeing torch spam. its a shame too, since darkness during the night really gives a mystical atmosphere. i think mob spawning should be like finding mobs that already were occupying the world, since mobs just suddenly existing inside of your house isnt very immersive. cant quite think of a solution that breaks mobs grinders though
I know you don't play Bedrock, but I figured I'd add a mention. I learned recently in my and my friends' realm that in Bedrock edition, the main End island is always loaded. This means if you bring wolves to it, and breed them until you have 200, it turns off *all* mob spawning for the entire server, regardless of who's online and where. There's probably a way to make a mob switch with that, though presently I haven't figured out one yet.
I think the next "AoE buff block" they add should work like a furnace, so you have to fuel it manually or with hoppers for it to work Maybe it could be a rework of the Nether reactor, and it's fueled with blaze rods lol
about connecting it to the Warden, what about being able to collect the scream of a Warden and an unleached scream is still full of energy so it stays existing but it's silent to passive mob ears and repeals the agressive mobs out of fear of encountering a Warden
I would like to counter your pitch with another. A design where they add warden heads, and you use it in a structure. While that structure is loaded, all mobs spawning in that space become afraid. They no longer attack, and flee from players, villagers and golems.
a mix could be interesting, if it was like the beacon with a base but the effects could be fine-tuned based on what you use as a base (like the environmental tech mod nanobot beacon)
4 echo shards around a sculk shrieker for an echo repeller? Echo shards are pretty rare and have a very minute use currently. It also makes sense since echos are sound based.
i really think mojang needs to step more into the fantastical elements of minecraft, get out of the realism comfort zone and really get weird with it! i absolutely agree that we've got an issue with mobs spawning and making them stop is difficult so adding something like this or even a plant that deters them from a small area (plant so it could be put in flower pots and also farmed for renewability, i'd say somewhere between glow lichen, spore blossom, and wither rose, placing like a lightning rod on any side of a block) so you can keep an area pitch black but still keep it safe (maybe the plant could even reduce the light level even more! like into negative numbers! minecraft could seriously get darker than light level 0) new structures could even accompany the introduction by showing players how it's grown? how it works? what kind of builds the plant really works in? it'd be fun to force players to make dark areas to grow it in, like maybe grown Dark Flowers or whatever break when the light level gets too high? obviously player placed ones would be more tolerant but i think it'd really work to build up the natural flora of the minecraft world! (could even let it grow in caves too, like maybe on the outskirts of ancient cities...)
the material i think really should be implemented into this idea is echo shards, they currently only have a single crafting recipe being a recovery compass and can be hard to get only being found in ancient cities.
You know, I’m going to be honest, I totally forgot about echo shards… good idea.
Exactly what came to mind for me as well. Maybe you need Echo Shards and Amethyst Shards to make some of the components, some sort of Resonating Cluster block that comes with additional behavior relating to sound, but is also part of this Sculk Phonograph structure, either as a part of a recipe for one of the blocks, or directly as a block you place near the core block of it.
item concept: phonograph pods. found in deep dark chests the pods are plants that can be placed in the world, they can be grown by placing the seed into the world and killing mobs near it. When it grows it will repel mobs that were killed near the plant and mobs that cannot escape the area will will start to shake (like the drowned) and explode into sculk bubble particles covering the nearby area in sculk vines (marking the area where they died) after 1 minute. The plant however will require to be fed light (including the sun), music/sound, or fire/explosions. also it could be used to record sound onto music disc. failure to due so may result in the plant spreading sculk blocks (but not replacing anything) inflicting darkness and hunger onto players as a consequence. (could spawn true sculk shrieker that summon wardens if left to wilt for 20 minute's)
skulk blocks also increase the range with deferent values for each bock (i.e. shrieker>sculk catalysts>sculk block>sculk vines) each block having there own radius if there in range of another range.
also could be used to record onto used discs by giving plant a disc then getting back a empty disc playing the empty disc in a music player then giving it back to plant to create a new full disc.
It could inform the player of it's needs by leaving books in chest that the player opens informing the players of it's bad handwriting and needs (e.g. "phonograph whants more boom boom"). Can be disabled by placing a lectern on a netherite block/lodestone near the plant. I'm going to post this as a proper comment now.
Finally a use for echo shards in hardcore.
hmm! I really like the idea of a mob proofing thing that can potentially turn bad if neglected! Would explain why the ancient cities look the way they do
A totem pole would be cool, adding the heads that you want to keep away. You could have the base or pole recipe related to the warden if you want.
I have made something very much like this as I wrote in another comment! It's in a datapack my friend and I are working on
I think it would be cool if you can "corrupt" a beacon with sculk catalysts, making it absorb souls within it's range and prevent mobs from spawning like the environment of deep dark.
Maybe even make sculk stuff grow near the beacon that players need to either contain or clean up, to balance this system.
Echo shards maybe. Considering that amethyst can make tinted glass, and echo shards seem like they might be corrupted amethyst
Fun mod idea
I have a small nitpick, and it's because mob switches have existed and been much simpler for way longer than shulker have existed, since zombies that have the "can pick up loot" quality (very self explaining name, thanks Mojang) have been around since 1.4 and they do not despawn when they have picked up an item, this not despawning aspect was how some of the most easily made mob switches were added, you just needed to transport zombies from a spawner to a line where you would throw them carved pumpkins, those who did you kept alive and sent to the spawn chunks, this may sound tedious but once you had found a dungeon near your spawn it was just a matter of building a farm and having enough iron to get those zombies in minecarts.
@samuelwerley528 maybe this was a more recent change, I remember doing this myself and it working, as well as it being a common method of doing this.
Yeah this doesn't work now but i'm not sure when it was patched.
@@gneissname I have no clue either, have not done a mob switch in years.
Here is an idea
Mob control core.
Top left Cyring obsidian top center totem of undying right top lodestone center left respond anchor center Sculk catalyst right center elytra bottom left netherrite block bottom center becomes bottom right Diamond block
@@alecity4877 That method was patched in 1.5.2 back in May 2013
Having a little quartz/copper tool to detect the "frequency" so vanilla players can figure out the device range would also be neat! Especially if it doubled as a Theremin, because why not?
I like the idea, mostly because the mob switch feels like a really intense solution. On a big enough server, it would only take one frustrated creeper death for someone to disable all aggressive mob farms by some secret hole in spawn.
There's an old modpack called Blightfall where most of the world is filled with Thaumcraft taint. The effect is that its much harder to create safe spaces than just slapping down torches, and the world outside the safe zones is dangerous. But within the safe spaces it feels properly safe. It always felt like a more interesting way to make safe and unsafe areas.
I don't super like the beacon and conduit, though. They feel like peak "minecraft wiki" design--features you'd only understand through reading a guide. That's not a problem really, but it doesn't feel particularly organic within minecraft itself.
I've also played a modpack that completely removed aboveground hostile mob spawns, and it honestly felt pretty good. I understand "survive the night" is an important legacy part of minecraft, but it hasn't been a threat since the bed was introduced. Probably too big a change, though.
Honestly if you could find ruined beacons and conduits rarely in the world, along with structures that explain the other features that you won't ever find except by hearing about it, and maybe written books that explain some features in-world, it would improve the new player experience and immersion a lot.
I know that stuff doesn't really fit well into the game, at least in the way I thought of doing it, but there probably is a way to make it fit well, and Mojang should put at least some effort into finding that way.
This is a really interesting video! I actually have also thought about this issue, and have made a mod that tackles a lot of issues with mob control. I showcased these features briefly in my latest video. But i'm working on a dedicated video for it.
Instead of a beacon-like block, in my opinion it would better to have something torch-like but that won't emit light, as it would allow for more control over which areas allow mob spawning, unlike a singular spherical area of effect.
Also something in vanilla to actually help the player see areas areas where mobs can spawn and where they cannot without using the f3 debug screen would be nice.
Hey Luxintrus, The "dark" candles is a cool idea. Great video too.
the glare
_Glare crying in the corner_
@@milokiss8276 poor little buddy
@@milokiss8276 Glares should have been added by default, they are genuinely a good addition that people massively downplayed as a worse F3 when it's literally a better F3 if anything.
I hoped the beacon had this feature when it came out, I hope Mojang will do something like this anytime soon.
I think adding this functionality to beacons would be great, with different valued blocks increasing the radius or effect.
@@Beefercowthe beacon already has a radius controlled by pyramid size.
Just use the same for the non mob Radius
@@Swagorath I poorly phrased it. To clarify, i mean having more expensive blocks still giving the same result as a full pyramid for some of the cheaper ones with the potion effects, then having different properties for mob control with what you put in the pyramid and what resource you donate.
Say if you slap a netherite block in your beacon, it slowly kills hostile mobs and collects the loot in a smaller then the full beacon radius. The more netherite, the stronger the damage is and the bigger the radius.
With diamonds, it could be the repulsive effect as well as stopping spawns in that radius.
i always thought that soul lights should've blocked mob spawns within a radius, even through blocks. would give them a use, instead of just being direct downgrades to regular torches/lanterns/fires/campfires, and would be thematically fitting, sucking the mob souls out of the air
i know someone else has already mentioned echo shards being a good material for this kind of idea, which is great, but i wanted to add onto it by saying that maybe trial chamber rewards is another opportunity to be taken.
it's still in its early phases, so maybe they could add a unique obtainable item from trial chambers that contribute to this idea. given that trial chambers are a big test for combat against mobs, i think a reward for conquering gauntlets of mobs being a way to improve mob control back at home is something that makes sense to me
maybe youd need to visit sevaral trial chambers, maybe youd need materials from both trial chambers and the deep dark, but either way the thought process is that you've proven you can handle mobs so you dont need to keep them around your base
0:50 Hey I recognize that place!! :P Fighting mobs can be fun, but if I'm cozying up at home, taking deep breaths and tending to my garden while my fragile cowardly heart recovers from my latest pandimensional expedition, I want a 0% chance of surprise explosions. If torch spam is the cost I'll begrudgingly pay it, but I hope Mojang sees this and gives us a 'Gneiss'er solution :D
As always, this is a terrific video with great points and ideas! Idk how you manage to consistently release such high quality content but please don't stop xD
Thank you for letting me use your base Dingy! I can always rely on you for a groan inducing pun.
@@gneissname A good pun is its own 'reword' 😂
@@Dingyfried -_-
@@gneissname 🙃
I think this is a good idea. I'd be surprised if Mojang implemented something like this for a number of reasons, but in a game that better knows what it wants to be in terms of progression and accessibility this seems like a slam-dunk for rewarding late-game players with a non-intrusive way to protect their builds.
I used to make underwater domes with custom hand-made biomes on a long-running server, as soon as Mojang lowered the light level required to block hostile mobs from spawning I reworked lighting in every dome to fit the feel and theme of every biome I created, it was a good change.
I think Minecraft would benefit from some large area spawn denial, but it would only work if it was something that requires some tinkering and tuning, like maybe redirecting beacon beams with mirrors until the ray is of certain length, I don't know.
Brilliant video.
Idea for beacon effect: "warding"
Prevents mob spawning and deters mobs from wandering into area being affected
Cost: activated by Warden Head / Skull
Overrides / Exceptions: Mob spawner cages
but we just replace annoying torch spam with annoying beacon spam. the beacon beam is very very conspicuous. we want a spawn-proofing mechanic that does not compromise the aesthetics or functionality of builds.
@@joevdb9232 I just think Mojang would be more willing to update something already in the game (beacon effects) rather than design and implement entirely new blocks/structures
I love the idea of warding. Like placing something every so often around the perimeter of your base and that keeps mobs out. Witchcraft and magic vibe. Not sure how it would work in game, like maybe it connects each piece to make the protected area space and nothing spawns inside it.
@@gneissname so, let's say for the area to be created, 4 beacons are required that have to be physically connected by straight lines of some block. Maybe something like bone blocks or skulk blocks. You would basically outline a square or rectangle (perpendicular lines) with beacons at each corner.
Then there is the issue of verticality. The X and Z axes of the 3D area are obviously determined by the X and Z coordinates of the beacons/borders. We can let the Y dimension have no maximum (upper limit), but let the minimum (lower limit) be determined by the Y level of the border blocks (not the beacons).
As for the beacons themselves and activating them... Let's say they don't even have to be full beacon structures. They can be simply the beacon blocks themselves, with a warden head/Skull placed on top. That way, you wouldn't have to worry about a big obvious beam into the sky, like @joevdb9232 was concerned about. You also get to keep the Warden heads without them being consumed, so you can break and resize the "warded" area more easily.
Since you were going with the whole sculk theme i think it'd be a great idea to have to kill a mob near it like the catalyst to exclude it from spawning
That's a good idea.
I really enjoy the idea of a device or block that keeps hostile mobs away from a large area. You’ve clearly thought about this and the effects it can have on the game. Side note: I really like the old structure block texture and have always thought there was potential for a block in survival to have it and I think this mob repellent device would fit that block texture neatly
This is such an excellent idea! A device similar to the beacon but for mob-spawning will be so useful. Maybe when you are holding an item of it you can see the border of the affected area when approaching it, similar to how barrier blocks work.
As a hobbit hole dweller, a common problem with living underground is the constant cave spawns that force you to tunnel and make rooms in weird places and light level management. I love living in an unassuming underground bunker where the top is shack that blends into the environment and the underground is where the REAL base is but I must admit it is much more time consuming and difficult to make than just building on the surface. Light issues still exist and are made worse with farms and caves down there and having to excavate large rooms for anything is incredible time and resource intensive. It's gotten to the point where I mass enchant stone pickaxes with efficiently 5 with singleplayer commands so making larger farms or tree farms dosen't take an irl day. Having mobs spawn down there, in the caves is not only annoying, but can seriously impede progress if one falls from the ceiling or walls you are mining.
It would be nice to have a way to effecively guard against or prevent mob spawns that isn't Warden or a way to prevent expensive iron golems to hunt creepers and not trample crops.
Your idea of a "fear" block would also REALLY make the deep dark valuable as the only place to get them or it's components (shulk). Aside from the disc and armor trim, there ain't usually a reason to go down there. Main reason I go is cuz of Cobblemon dubious disks requiring skulk.
Edit: Minecraft can be both. Like Terraria , TF2, and Stardew Valley, they're games whose base mechanics are stupidly simple, but get incredibly complex as the player gets better at them. The TF2 scout is literally a shotgun with double jumping legs. Depending on the map, equipment and usage of the base abilities of shoot and jump become incredibly complex.
Low skill floor, high skill ceiling.
I know this wasn’t your point but this is the first I’d heard of Cobblemon and I’m very thankful you added that tangent 😭
I tried Pixelmon a couple times but as Minecraft continued to update I ended up missing new vanilla features too much to stay interested 😔
I’ll have to try Cobblemon out. It looks really neat on their website. Hopefully it doesn’t incinerate my laptop too much…
How is it time consuming to dig out a box with a decent diamond pickaxe? Add a beacon with haste to an efficiency 5 diamond pickaxe and you can mine out thousands of blocks in 30 minutes.
Hi, fabric modder here.
This topic is obviously very interesting and certainly difficult to balance. But the biggest difficulty might be on how to visualize or tell the player otherwise, how far the area actually goes, if this feature is supposed to be "Vanilla+" -like. It should certainly be placed as end-game content imho ^^
Nice video.
Thanks, I like someones suggestion for something like a tuning fork and it would make a noise if held and inside the "safe" area. Still requires you to run around and check but it doesn't need a visual component then.
@@gneissname That would be a good new use for copper.
I have actually been working on something very similar to this in a datapack with a friend.
The totem pole allows you to select specific groups of mobs that won't be able to spawn within the radius. Any mobs already there will stay.
Currently you need a totem base, which is the difficult part to craft needing a nether star. You then craft the totem part of the group you want to exclude. For example: zombie (this includes zombies, husks & drowned).
Any totems placed on top of the totem will prevent that mob from spawning.
Only totem blocks stacked on top of the totem base will be active.
7:11 This is like an idea I had yesterday which would be salt circles where it no mobs would spawn inside and no mobs would be able to go into the circle.
9:19 This would be very helpful for me, as I have been working on an underground type maze, and having anything but creepers spawning would be great to make areas more deadly without blowing it up.
I like the idea of a land conduit. But instead of using a "Heart of the Sea", the Warden could drop a "Heart of Darkness". Surround it with skulk and there you go. Also the water conduit should be updated to repell mobs rather than hurt them. And radius increased to 16.
All hearts begin in darkness, and so all hearts must end. You see, darkness is the heart's true essence.
Mojang already said the Warden isn't supposed to be something you kill. They won't give it drops.
Also, I agree with Gneiss, it should be difficult to obtain. The Warden isn't that hard if you're smart about it.
This would incentivize killing Wardens which are not only discouraged by the devs-- it would also be something not a lot of people would want to deal with anyway since Wardens are made to be ridiculously strong.
Instead, it should just make use of an already existing rare item; Echo Shards.
This is such a good suggestion. I'm kind of surprised it isn't already in the game!
Great video, really well thought-out and not ramble-y.
I don't know if you're against playing with mods, but you inspired me to check and it seems there are many great ones that do roughly what you describe.
You could even use multiple, so that for example you can use Soul Campfires to prevent spawning/deal damage within a medium radius, and ALSO build more complex/Expensive structures that have a more powerful radius/effect.
Definitely going to add those to my current modpack, thanks again for your clear feedback, I found it helpful 🙏
Thanks! I didn't look though the existing mods before making this, maybe i should have to get more ideas. I use mobs like carpet, axiom, world edit, etc but tend to keep the gameplay pretty vanilla for our server. If i had the time I would love to mess around with the create mod and terrafirmacraft.
got some minor additional info that might be useful that I did not see you covering about mob switches. Spawn chunks, and by extension, the 3x3 chunks area that are loaded by a nether portal chunk loader have 3 distinct zones:
- the central 19x19 chunks for the spawn chunks (1.20.4 and below, this will be changed to 3x3 from 1.20.5 onwards) and the 3x3 chunks area centred on the chunk with a nether portal loader are the entities processing chunks. Here everything will function just fine without the player being around (aside from random tick based processes such as plants growing naturally, but bonemeal dispensers will still work), redstone will work, entities are loaded and non-despawning hostile mobs that aren't named/holding items/mounting a cart/boat are counted towards the mob cap.
- the inner ring of chunk that is just outside of these entity processing chunks are chunks where entities aren't processed, items won't despawn, carts won't move, mobs won't walk around, etc. Though redstone will still work without the player being around here. And hostile mobs will still count towards the mob cap.
- and the final outer ring of chunks are lazy processing chunks where entities aren't processed and redstone doesn't work. The only thing here is that hostile mobs will also still count towards the mob cap in this ring of chunks.
It is generally a bad idea to keep your mob switch, however many mobs that you'd require depending on the number of players on your server, in the entity-processing chunks areas of the spawn chunk or the portal loader. This keeps their AI constantly being processed and creating a huge amount of entities lag. If your Minecraft world is running on a good system, this wouldn't be too noticeable in normal gameplay assuming you have only about 1~2 players worth of mob cap, but the strain on the server will still be there. It is better to keep these hostile mobs in the other 2 rings of chunks outside of the entity processing area so that their AIs aren't processed, pretty much negating any entities lag and reducing a huge amount of strain on your system. The hostile mobs that are kept here will still count towards the mob cap but they'll just essentially be a number as far as your system is concerned. In this way, mob switches are also extremely useful for the purpose of reducing lag on your servers, especially those with a lot of players. I did notice that the mob switch you are using pushes the zombie villagers in and out of the lazy processing chunks in your spawn chunk so I'm assuming you are already aware of this, but it might be nice to let the viewers know as well so that they could avoid bad practices if they are attempting to do something similar.
Further more, if you keep your hostile mobs in the lazy-processing, you actually do not need to use special non-despawning mobs like shulkers, traded zombie villagers, wardens or withers. You can keep just regular hostile mobs in here, i.e. zombies, skeletons, creepers, etc. and they won't despawn because the entities are not being processed, but they will still count towards the mob cap. This could be a much simpler method of gathering mobs for a mob switch. However, it does come with a caveat that you if you do make a mob switch this way, you'd need to leave the area via a portal to another dimension for if you simply walk far away, the mobs will still despawn like normal. Therefore, this method is not recommended for usage in the nether since it would be alot easier for people to accidentally wander into the mob switch and get everything to despawn. This is more suited for usage in the overworld, going somewhere far away that people are unlikely to wander into and make a mob switch like that there using a nether portal chunk loader. This method of course also extends to mobs that have their own caps such as bats and squids. You can in fact make bats and squids switch this way if you really want to go to the extreme with lowering entities lag. Bats have a cap of 15/player and squids share the water creatures cap of 5/player with the dolphins.
I hope this long-winded explanation was not too incomprehensible lol.
PS: I've been really enjoying your educational content videos, I've learned a lot about geology through them. It is a field that I initially didn't care much about in but I'm finding them quite interesting thanks to you. Keep up the good work.
This is a perfect use for the echo shards! Echo shards currently have exactly one use, the recovery Compass, which is completely useless on Hardcore and nearly useless with keep inventory or if you are a little careful about not dying and watching where you go.
Echo shards desperately need another reason to exist
The grass color on mushroom islands is goat, such a nice vibrant green.
This is a really great idea! I think it’s genuinely something that could be added to the game in the future!
I like it a lot! I would love to see someone make a mod mock-up.
I also love that you play Minecraft with your daughter. I wish I had something like that 😊
AFAIK skeletons won't try to shoot golems if the fence is two blocks tall and, with a beacon, the player can jump over 2-block fences. I think it'd also prevent creepers from detonating on a player standing too close to the edge of their base. The real pain there is installing cats everywhere so phantoms don't annoy you every night.
One thing to note is that with mooshroom islands, it's fairly easy to find a *small* island and clear it out. I used a silk touch axe on giant mushroom stalks, a fortune III axe on the giant mushroom caps, and repurposed the brown mushrooms I got out of it in a slime farm. Then I mined out everything to my desired y level, used a shovel to convert the remaining mycelium into path blocks, and built a wall around it so the Drowned can't get in. If you want your base to take up the entirety of a small island and have no desire to see natural terrain, that's the way to go. Alternatively, if you want to base underground or in a cave, you could put that in a mooshroom fields biome.
The deep dark also wouldn't require mining out all of the shriekers necessarily, because you don't have to build in an existing cave there. You can just mine out a place you want your base to be.
Some other biomes are getting overlooked though imo. Watery clearings in Mangrove swamps spawn basically nothing, and some really cool pile dwellings would fit in there. A ship-like base over deep oceans could easily be designed to keep Drowned out. If you kept your bed in a Stronghold you could build a base in the empty expanse between the central and outer End islands, which are creeper-free and phantom-free in addition to being easily spawnproofed -- and it'd have the added benefit of being easily accessible from any Stronghold.
As much as I enjoy this challenge, I agree that there should just be more options. It's too much of a hassle for the most part. The main things I'd like to see are a greater diversity of light blocks, a greater diversity of blocks you can cover them up with, a greater diversity of spawnproof blocks, a means for Bedrock players to see exact light levels, and more anti-phantom tech (e.g. a block that repels them).
Having the heads prevent those mobs from spawning makes more sense to me rather than allowing them to spawn. Since mob heads are difficult to obtain, it’d be a reward to buff the mob blocker rather than to nerf it.
Here's my idea:
The device's area of effect is square, not circular, and aligned with chunk borders, not individual blocks. Its size is proportional to the number of echo shards inserted into the device (0, 1, 4, 9, 16, 25, 36, 49, or 64) with one shard corresponding to a 5×5 chunk area. Shards can be added or removed from the device using hoppers.
Players choose which mobs a device will control by placing the corresponding mob heads onto the sides of the device. Consequently, each device can control the spawning behavior of up to four mobs. If four isn't enough, perhaps heads can instead be stacked on top of the device and appear as though mounted on a spike.
By default, all spawning of the selected mobs (except by monster spawners) will be prevented within the given area. However, specific block types can be whitelisted for mobs to spawn on by adding blocks of those types into the device's inventory. Perhaps this inventory of block types could also have a button to toggle it between whitelist and blacklist.
The device itself could be relatively inexpensive to craft once the player has access to late-game materials. The real cost of the device would be all of the echo shards and mob heads required to make it function.
Not often I 100% agree with someone's take, but this is definitely one of them. I was really hoping when they added glow ink one of its uses would be to combine with ordinary blocks to make blocks that gave off a light level just high enough to stop mob spawning without making the world too bright. But honestly a beacon solution would be even better.
An idea that I saw proposed in another video and really loved is to restrict the basic mob spawns just slightly so that they can’t spawn on ‘non-natural’ blocks like wood, brick, and concrete. That way the risk of mobs spawning decreases the more you develop your base and connect things with paths/roads
Kind of the smallest of things to bring up, but the way barrier blocks work in Minecraft is they are only visible if you are holding a barrier block. So this hypothetical item could work like that.
I like the beacon idea. Here is my pitch. Since a player needs to kill a wither for a nether star to make a beacon, killing a warden would drop an new item, soul gem (work in progress). Another new block, echo crystal block, made from 9 echo shards will be used as the two bottoms corners. A sculk shrieker in the bottom middle. The new soul gem in the middle and surrounded by amethyst shards.
It will be called the soul beacon but it will keep all hostile mobs away except phantoms. It would shorten the no sleep count.
I'd like to suggest the warden drops a "heart of darkness". This is to parallel the "heart of the sea" used in conduits.
I really like these ideas, and I'm hoping to see someone make a mod inspired by this honestly. But with how great the ideas are in this, I feel like Mojang would almost never do anything like this. Their mindset for adding features to fix issues usually seems to be Band-Aid solutions. For mob spawning in particular, instead of something new, they just reduce the maximum light level for mobs to spawn in and include a different way to see light levels like F5 (the Glare).
It makes sense that such a big problem as mob spawning would require some difficult to obtain things, but a full netherite block? That's insane! I'd like it much more if making the radius was difficult, something like totems that link to one another, and you place them all around your build, and you *can* use harder to obtain blocks to make it easier to build/have a greater effect, but just like the beacon, it's an option
item concept: phonograph pods. found in deep dark chests the pods are plants that can be placed in the world, they can be grown by placing the seed into the world and killing mobs near it. When it grows it will repel mobs that were killed near the plant and mobs that cannot escape the area will will start to shake (like the drowned) and explode into sculk bubble particles covering the nearby area in sculk vines (marking the area where they died) after 1 minute. The plant however will require to be fed light (including the sun), music/sound, or fire/explosions. also it could be used to record sound onto music disc. failure to due so may result in the plant spreading sculk blocks (but not replacing anything) inflicting darkness and hunger onto players as a consequence. (could spawn true sculk shrieker that summon wardens if left to wilt for 20 minute's)
skulk blocks also increase the range with deferent values for each bock (i.e. shrieker>sculk catalysts>sculk block>sculk vines) each block having there own radius if there in range of another range.
also could be used to record onto used discs by giving plant a disc then getting back a empty disc playing the empty disc in a music player then giving it back to plant to create a new full disc.
It could inform the player of it's needs by leaving books in chest that the player opens informing the players of it's bad handwriting and needs (e.g. "phonograph whants more boom boom"). Can be disabled by placing a lectern on a netherite block/lodestone near the plant. I'm going to post this as a proper comment now.
while its def not and absolute fix to the issue, in the case of snowy biomes you can change the gamerule so that the snow layers that get placed by the weather stack between 2 and 7 high, it doesnt get all the spots and ur changing rules, but it still gets most above ground places and i dont think mobs will walk in since they can only spawn in loaded areas and loaded areas will get covered in snow
This reminds me of a very classic modded item, the Big Torch (i think from OpenBlocks? Edit: from ExtraUtilities) you'd craft it with like a whole stack of torches and it would prevent spawning in a large radius around it. Some kind of magical item like a beacon that does this would be a really good addition to the game.
Extra utilities is where I first saw it.
@@Rubberhighwire that's it! I couldn't remember the name, thank you!
my idea for mob control goes hand-in-hand with an idea for a beacon overhaul i've been working on. but basically, a beacon with a full netherite tier in its base just straight up prevents hostile mob spawns in its radius. seems like a fitting level of difficulty for me. if you can make 9 netherite blocks, you've reached a stage in progression where you should be able to control mob spawns.
the solution on my family server has been the mod 'peaceful surface'. this makes mob spawning work as if it is always daytime. mobs always spawn in caves, but never on the surface.
another idea is to add another dimension with no mob spawning - a safe haven for endgame builds. like you said, mob spawning is desirable in caves and on adventures; just not in your base. (I dislike how this splits off player bases from the rest of the world though.)
thanks for sharing your ideas, they are fleshed out and interesting. food for thought for mod/modpack creators.
Really clever video. I've never thought about this but it actually makes a lot of sense for many situations.
Some of the chance of a creeper wandering into an area of your base and blowing up is annoying, but it is part of the game so I wouldn't necessarily punish mobs wandering into a restricted zone. Having a no spawn zone set by a block or some mechanic would definitely give you a lot of control to prevent that from being a problem.
It would be interesting if this block was something that was found naturally in the deep dark and had a natural effect on you as well. It could do something like add mining fatigue or cause the player to get into something similar to adventure mode. The block can then be turned off and crafted into a new block that only does this for hostile mobs. My idea for the effect is to be paralysing dread, which causes all hostile mobs to act passive (unable to attack, creepers are unable to explode) while they try to exit the radius. That would fit the theme with how skulk sensors are used.
Interesting idea, and I feel could actually make sense to add usage to the echo shards aswell and themeatically could make sense.
Wasn't aware conduits were actually not renewable, generally I think some form of renewability is preferable. Also surprised the average age is 24, I would've thought it was slightly younger than that but it does make sense.
I really hope they do add something like this, although personally I would want to make it so mobs can't spawn out in the fields around my spawn - I really like how they look at night without torches esp. with shaders but the amount of mobs just makes it completely unviable to do so.
Ideally you'd have a sort of beacon-esque block for it as well as shorter range blocks you could bury underground irregularly in an area to stop mob spawning there, probably a similar range to what the torches do.
I love your idea of multiple parts to build a machine, each part with varied uses. My thought is each part of that machine could be found in different end-game locations, eg. end city, deep dark and bastions + new features/dimensions. Youd have to hunt down each part to get the full effect and utility of the machine, but with only one or two parts, you can still do some limited things that may even be enough for your circumstances.
i love that you play minecraft with your kid!
i like this idea more than the magnum torch mod lmao i would love to work for a beacon-like structure made with netherite and echo shards, maybe using a little copper and something from the end. make it with a little bit from every dimension. perhaps a shreiker, echo shard, bit of end stone, and amethyst. add a mob head if youd like to allow that creature access to the area, that way you can have mob farms that are hyper specialized - but ppl still have the option for current methods of farms if they dont want to go about crafting it.
I do agree that Minecraft could use some more involved mechanics. Minecraft has an education version for a reason, even kids can learn to build very complex and interesting devices in modded without needing to have their hand held, they just need the incentive and the feedback to learn how to do it, and what's better, it gives all of us a better game in the end.
I do agree with the multi-part solution, perhaps something that's mob dependent that stops the spawning and scares away certain types of mobs based on the initial crafting recipe. We could rely on heads, as rough as it'd be to build up a charged creeper farm for such a task, or perhaps just rely on feeding the item specific mob drops to have such an affect on each mob.
I think that this would be a really good feature, especially for late game.
I host a survival world for me and my friends and we inhabit one little city for more than 4000 in game days.
I have a sorting system with every stackable item except non skeletal/dragon heads and customizable banners.
And I think that at this stage some item preventing hostile mob spawning is pretty reasonable.
I also think that whatever block has this effect should contain out of rare items from every dimension.
Maybe a wither star, one potion of dragons breath and a shrieker?
A localized mob switch seems really powerful, so I think something like attaching mob heads would be an appropriately difficult cost
Being able to hire guards that you can set a patrol route for could work. The guard will attack hostile mods and nothing will spawn within a certain distance of the guards route.
I use "explosion't" so that creeper holes gradually self repair, but the creeper can still let other mobs into your home.
I would love this alongside an update that includes more Omens like the ill omen to let players choose to engage with mobs even more.
Personally i also want the opposite of this, less mob control the rest of the time, a very slight tilt towards more opposition with better ways to choose against it or embrace it.
I guess the device in question should use parts from all the bosses/unique dimension materials to upgrade itself. Using a Heart of the Sea, Dragon's breath, Nether Star, and a new sculk dimension boss drop as sequential upgrades that slowly amplify the "force field," so to speak.
I personally like the idea of a block totem. Building your totem up as you naturally progress through the game's challenges (or at least how most people tackle them...). You can just have different heights for what you want to protect while still allowing early-game players to have a minor field when just starting their world instead of it being a late-game thing.
I think instead of a visible border to determine where mobs don't spawn; it should be similar to the 'Darkness' effect where it's a teal-ish fog that gets farther depending on configuration.
The fog would only appear if you are 1 or 2 Blocks near it.
This feels way more vanilla since it uses an already existing visual mechanic as well as fitting well thematically with Sculk if it's ever connected to Sculk.
Good idea.
That would be awesome I so hope a game dev sees this and yes make it really hard to make because it’s so op but it fixes a lot of issues
This idea has merits, but one of the biggest challenges in MC is, as you say, keeping monsters out of your base. We wouldn't want to simply "solve" the problem entirely; just make it much simpler. I'd say have this monster-repelling structure require a fuel source- you can feed it up to, say, 5 days of fuel. Obviously, it shouldn't be literal fuel - coal, kelp, and bamboo are too easy to get a steady supply of. Maybe materials, like whats used to power beacons. Iron, Emerald, Diamond, Gold. This means that your peaceful lifestyle will be maintained by collecting the resource to run the device
I would say for your module idea you should be able to place border blocks that create a unique area shape made up of squares. You could incorporate this into your builds in a fun way and would be a more unique way of expanding the border.
Yk, I think the Glare could be a helpful tool in this kind of stuff to help mob proof a base if a spot was missed.
Oh, that would be cool.
yeah, i didnt like the whole F3 arguement when it came against the Glare, was kinda sad to see it go out first.
I'm not a fan of the yearly mob vote. Its a cool idea to do once or twice but not every year. 5 million voted this time and the armadillo won with 40% of the vote, so 60% of the voters voted for something else and are unhappy @@oregonz
@@gneissname yeah im starting to dislike the mob votes(idk why but i like the biome votes much better💀), just too many and what not but what the community did i can not support, even crazy that the DEVS even had to come out(with kingbdogz making the tweet of the insider scoop of what goes on for minecraft but deleting later which is really sad) and say something about this backlash for this year. this has been too messy these recent years, hoping they can make 1.21 really good and earn trust(especially with the villager trading rebalancing and such), i don't wanna see the game die on a bad note, either it gets better or nothing bad happens. i still hope for illusioner to come into the game even though it wasnt part of any vote.
The idea reminds me of the feather crystals from Berserk, which repels monsters.
Using amethyst and echo shards sounds appropriate for a sonar repeller
I think mobs should slowly close in (spawn closer over time) and if you kill off a huge amount of mobs, there wont be mobs there for some time.
Another example of this should be, no mobs can spawn in an area if they couldnt get there/enter.
So found a cave thats a dead end but block off the front? No mobs will be there.
Built a giant castle with a massive roof?
Well mobs cant reach there so they wont spawn.
This would make it so much better for builders.
I personally like the idea of a mob fence, or anti-mob lining.
Create a special fence type, requiring perhaps spent shriekers, echo shards, etc. Something rare that requires players to hunt down ancient cities and loot them.
That fence, when fully enclosed (Perhaps compatible up to 5-15 blocks away with other blocks before their mob defensiveness fades and needing more fence blocks proper, so the fence does not need to be an enormous strip of the same block) would restrict mob spawning in that enclosed area.
And the fence can be built taller to increase the verticality as well.
Perhaps an upgrade to the beacon, or a new buildable structure entirely. Using the disc shards, perhaps you can play an imperceptible (or just very subtle music to not be annoying) that has secret unhearable tones that mobs despise, and avoid. And either this disc needs to be manually replayed (or need a redstone device to automatically reload it)
Mob control is terrible in Minecraft, needing to throw torches up everywhere is such a pain and eyesore. They need something better.
I think fences and walls should have a function where, when built around an area, mobs are unable to spawn in that area. This would make it so you could build this no-spawn zone as small or large as you need as well as an exact shape.
i like the general concept and agree that a multiblock structure like beacons and conduits would be a good way to mob-proof an area, although your implementation feels wayyy to complex for vanilla. customisable parts, redstone controlled, etc, i dont think any of that would realistically ever be added. i mean, the idea as a whole probably wont be added since im sure they could argue that light / cats + golems are both good enough solutions already
as for what stuff it could use, echo shards could maybe be used as part of it in some way, has the skulk connection and gives them another use
It was giving me create mod vibes thinking about it.
Forcing those creepers into that corner in the video did make me chuckle at the idea of making a cat perimeter around the entire base. I would be required to call it the purrimeter -_-
I love the idea of taking a cue from the Calibrated Sculk Sensor and making a crafted shrieker to cause mobs to not spawn and/or run away. I wouldn't even mind if it didn't have the customizations you describe - simply somthing with a fixed radius to block hostile mobs from spawning would be great. The avoidance feature is already coded in - piglins and other mobs' behaviors are coded to avoid certain blocks. Certainly the avoid_block component in Bedrock could be added to all the hostile mobs and given highest priority in the behavior files to cause them to making fleeing the most important behavior to execute. Then add a new spawn rule to prevent them from spawning within the radius of the specified new shrieker block. Not sure of the performance hit, though, since avoid_block (and its counterpart move_to_block) have to scan the world chunk data in the immediate vicinity for the block(s) specified in the component JSON.
As for mob-proofing my villages, right now I simply light them up and surround them with a fence so no mobs (or raiders) can get in.
i think to repel all kinds of enemies, you have to do something that really makes them fear you. gathering netherite doesn't do that. but it could be made more interesting than just a single boss kill. maybe you need a dragon egg or end crystal, to scare off the mobs of the end, which might include zombies and creepers, since they are just overworld mobs, a nether star or just a wither head to scare off the mobs of the nether, which i would say includes skeletons in the overworld, and finally a Warden boss drop, whatever that should be, to keep out the mobs of the caves, which would include spiders.
to become feared enough, you must conquer the most feared.
the issue with a big AOE like this is if you have mob grinders in your base (which a lot of people, including myself, do), this would render them completely non-functional. maybe add the caveat that the effect can't pass through blocks/only works on blocks open to the sky.
on the other hand, a global mob repellent could be used for a mob grinder
I mean he did say he'd want it to be like the beacon where you can easily use redstone to remove the effect if you want. Not passing through blocks or skylight only does somewhat balance it (it could be used to quite easily replicate some aspects of a permiter by supressing mob spawning in the area around your farm) but he was wanting to make it quite expensive. Skylight imo is not a bad idea but that means you'd still have to torchspam if you had a cave base and the idea is to pay in order to avoid the annoyance and aesthetic downsides of light spam in an area.
i like to employ the bdouble0 approach, spam a bed as soon as the sun starts to set to avoid mob spawns
Maybe a "crumb" system, like if the player puts down paths or select "man made" objects it wards off select mobs. Could be be something like "Wind Chimes scare away skeletons" and "Windvanes startle endermen because they look like arrows" then offer like 2-3 variants of each "warding item" so players dont have to all have the exact same decor
Echo shard + mob head recipe should prevent that mob from spawning in an area. Add more mob heads too.
Other people: Less build restrictions please.
Me: Added EnviroMine to my mod pack mostly for the block physics, ultimately to make building a challenge by requiring some degree of structural integrity.
I think that the game Dwarf Fortress has a good system for its enemies, where they originate from a source (deep within the ground, or some hive/nest) and you can manage it in various ways up to and including building defensive structures like walls or destroying the source.
while I believe concessions will need to be made for this to be in Minecraft, tying mob spawning to locations and having them move a distance to reach the player incentivizes building and using pre-existing mechanisms like pistons and dispensers to defend yourself or going on the offence to destroy such nests/spawn points.
Or maybe keep mobs stupid and just have pillagers be smart and try to assail your base rather than just stand there
personally i really want an arc lamp or something to that effect that can light up much much larger areas, like a flood light or something, torches are early game solution and lanterns aren't really better, what if something needed like blocks of coal or lots of iron and copper and gold? i think this would be much better where you could have like a dozen or so light souces and light up youre entire base!
the arc lamp from galacticraft would be an example of what im talking about
I feel like the main module should so nothing on its own, but allow the other modules to work
The crafting recipies taking echo shards and amethyst makes sense, as well as a netherite block for the core and possibly a dragon head
Excellent proposal!
8:49 When you say that the Mob Head system is already macabre is understating the fact that; what you've suggested doing to blacklist/whitelist certain mobs from the radius, basically requires you to kill maybe tens or hundreds of that particular mob. It's not just macabre, it's sadistic in a way because if they added mob heads for all the mobs for this system, I'd personally have to kill potentially 10-100 spiders, so I could keep a pet Spider of my own. Good thought, but it makes Minecraft cruel in the way that you have to hurt the mob you enjoy enough to allow you into your personal space.
For a bit you could have mobs in lazyloaded chunks (just outside of entity loading but still processing redstone) have their mobs still count toward the mob cap despite those mobs not being able to despawn, was kind of interesting but only lasted like 1 update iirc
you could always put a mob switch outside the spawn chunks so it only works if you’re nearby
I think an beacon rebalance to slot a mob repellent perk in the beacon would work great.
it could be interesting if the base version stops both passive and hostile mobs and removes them from the area, but by changing the design it can allow for passive mobs, so that theres a bit of a downside potentionally, also i think the blocks involved should maybe not drop when mined so that you cant just move it all over the place wherever you need it
I think hostile mob scarcity should increase with local difficulty. The longer you stay in a place, the fewer mobs spawn
Here’s my idea: Combine a bell with some soulsand to create a watcher mob. It doesn’t move and doesn’t aggro. Having 3 or more creates a polygonal perimeter within which mobs can’t spawn, and the nearest will ring its bell if mobs enter. Then simply surround your base with them. Inspired by watch towers.
Any variant of this I think would be nice, as long as the polygonal perimeter is kept, since you don’t have to check your base for gaps, and it’s easy to visualise a perimeter.
I absolutely love all these ideas. When you were saying the functionality part of this, I thought you were gonna say something along the lines of increasing the effective size of the area towards that direction. This is a wonderful block idea. I love the idea of using mob heads to limit which mobs can not spawn. I think that if this device is somewhat difficult to make, then the mob heads being required could also act as a great thought provoking method, or at least until the player gets more of this device. Kinda like with the beacons. Again I love this idea. Would it be okay if I drew up some concept art/fan art of this device and it's various bits and bobs?
Yeah by all means. I'm not particularly attached to the design I made. The mockup was just to have an object to place down and talk about so in the interest of time I repurposed existing blocks.
If crafting the item you speak of turns out to be too complex for Mojang, then maybe the sound block itself can be a thing in the ancient cities whether in chests or placed around. Then crafting some hard stuff to calibrate it would be the only thing left. Like having everything for a beacon except the nether stars.
This is a genuinely good idea.
You remind me a little of SimplySarc. I used to watch him a lot when I was younger. Now that I am older, I watch you. What I mean to say is that, watching your content reminds me that I still enjoy the same things I did, but I have evolved and changed along the way too.
Thanks, I know what you mean.
Gneiss outro! I wouldn’t think they’d do anything like a mob shield, but lately they’ve been going beyond. Let’s hope the see this video and like the idea
great video. it never really came to my attention how horrible builds look in survival when they have proper lighting, since ive just gotten used to seeing torch spam. its a shame too, since darkness during the night really gives a mystical atmosphere.
i think mob spawning should be like finding mobs that already were occupying the world, since mobs just suddenly existing inside of your house isnt very immersive. cant quite think of a solution that breaks mobs grinders though
such a device obviously should be a very very late game
I'd like to point out that bedrock does in fact have mob switches, they just require 200 mobs, but in the end spawn or a ticking area.
I know you don't play Bedrock, but I figured I'd add a mention. I learned recently in my and my friends' realm that in Bedrock edition, the main End island is always loaded. This means if you bring wolves to it, and breed them until you have 200, it turns off *all* mob spawning for the entire server, regardless of who's online and where. There's probably a way to make a mob switch with that, though presently I haven't figured out one yet.
I think the next "AoE buff block" they add should work like a furnace, so you have to fuel it manually or with hoppers for it to work
Maybe it could be a rework of the Nether reactor, and it's fueled with blaze rods lol
about connecting it to the Warden, what about being able to collect the scream of a Warden and an unleached scream is still full of energy so it stays existing
but it's silent to passive mob ears and repeals the agressive mobs out of fear of encountering a Warden
I would like to counter your pitch with another. A design where they add warden heads, and you use it in a structure. While that structure is loaded, all mobs spawning in that space become afraid. They no longer attack, and flee from players, villagers and golems.
a mix could be interesting, if it was like the beacon with a base but the effects could be fine-tuned based on what you use as a base (like the environmental tech mod nanobot beacon)
There r Mods that do help with mob controlling such as the magnum torch, "thats the only one i remember of the top of my head".
4 echo shards around a sculk shrieker for an echo repeller? Echo shards are pretty rare and have a very minute use currently. It also makes sense since echos are sound based.
i really think mojang needs to step more into the fantastical elements of minecraft, get out of the realism comfort zone and really get weird with it!
i absolutely agree that we've got an issue with mobs spawning and making them stop is difficult so adding something like this or even a plant that deters them from a small area (plant so it could be put in flower pots and also farmed for renewability, i'd say somewhere between glow lichen, spore blossom, and wither rose, placing like a lightning rod on any side of a block) so you can keep an area pitch black but still keep it safe (maybe the plant could even reduce the light level even more! like into negative numbers! minecraft could seriously get darker than light level 0)
new structures could even accompany the introduction by showing players how it's grown? how it works? what kind of builds the plant really works in? it'd be fun to force players to make dark areas to grow it in, like maybe grown Dark Flowers or whatever break when the light level gets too high? obviously player placed ones would be more tolerant but i think it'd really work to build up the natural flora of the minecraft world! (could even let it grow in caves too, like maybe on the outskirts of ancient cities...)