One of the less-noticed changes for 1.11 1.10 was splitting certain mob types up, giving them their own spawn eggs. While I had read about the spawn eggs changes, I'd also quickly forgotten, until I needed more wither skulls, and noticed something off about my wither skull farm. Apparently, the staff also failed to notice. So this topic is about discussing the merits of catching those new mobs, as well as the merits of changing the catchability of existing mobs. (§ 0 ¶ 1)
((Also, it'd be great if Kerm or comic (who stills needs the server password?) would post the current catch rates for mobs in this topic, as they've been changed since the server started. For example, comic's first list of mob catch rates said endermen were catchable. They aren't currently.)) (§ 0 ¶ 2)
My proposed configuration changes mentioned in poll: (§ 1)
This poll is for speedy consensus on multiple compromises. If you believe my discussion on any of these issues is incomplete or requires further, more detailed debate, vote no and discuss below; the decisions on each point will then be made separately. (¶ 1)
Summary of my findings: (§ 2)
Discussion is needed on catchability of Wither Skeletons and Elder Guardians. I am strongly in favor of catchable wither skeletons. I'd vote for catchable elder guardians, but my opinion isn't particularly strong. Also, Strays are currently catchable, despite this not being discussed, as far as I can tell; my vote is that they remain catchable. (¶ 1)
Shulkers should remain uncatchable, in keeping with previous policy. However, Rivereye won a shulker spawn egg in an event, which is good. Unfortunately, due to the unsolved bug with mob spawners not accepting mob changes, his egg was wasted. My vote is that he get a second egg (or as many as it takes to get that spawner working), and be allowed to farm shulker shells. (¶ 2)
Additionally, there have been some configuration mistakes: Blazes and ghasts were accidentally set to catchable at some point, probably on the upgrade to 1.10. They should probably be immediately reset to uncatchable. Endermen were set to uncatchable, which may have been a mistake. ('G' for Ghast follows 'E' for Enderman, and there are no 'F' mobs.) I suggest that the staff figure out who's supposed to have access to ghast and blaze eggs, and request that anybody who has unauthorized eggs (e.g. me, KermM's secret ghast egg supply) destory them. (¶ 3)
Finally, there are three new mobs for 1.11. Evokers should be uncatchable because they drop totems of undying; staff consensus seems to be against totems of undying being widely available. Vindicators and Vexes should be catchable, because why not? (¶ 4)
Notable 1.10 spawn eggs changes: (§ 3a)
Wither Skeletons were previously a variant of skeletons. Skeletons spawned in Nether Fortresses had an 80 % chance of spawning as wither skeletons. This allowed wither skull farming: Simply spawn skeletons in the nether fortress. This was made considerably easier with using a mob spawner. (¶ 1a)
In 1.10, wither skeletons are a separate mob type. (We apparently didn't notice in 1.10.) This means that spawning a skeleton in a nether fortress will never yield a wither skeleton. (At least, not from a mob spawner. Since beacons weren't selling, I had no need to farm wither skulls during the entire 1.10 era. Also, EggCatcher probably didn't support it, anyway.) Conversely, you can also now spawn wither skeletons in the overworld. (¶ 1b)
Pro: Allowing catching wither skeletons would continue allowing wither skull farming. Previously, most players were unaware that wither skulls were farmable, even though the 80 % thing was documented on the Wiki. Because wither skulls were farmable, not allowing wither skeletons to be catchable would be a regression. (¶ 1c)
Con: Allowing catching wither skeletons would also allow farming wither skulls from the Overworld, and make beacons a bit more common. (Pro: Nobody was buying beacons, anyway, so a massive flood of supply wouldn't seem to change much anyway.) (¶ 1d)
Note that whether or not wither skeletons should be catchable has never been previously discussed, as Minecraft itself did not support directly spawning wither skeletons without using special commands. (¶ 1e)
Elder Guardians were previously a variant of guardians. Guardians were catchable, and elder guardians were a non-renewable mob. (However, farming monument items from guardians is terribly slow using mob spawners, even if you have access to a quadruple spawner.) (¶ 2a)
Pro: Allowing catching elder guardians would allow users to place them near their base so they could have Mining Fatigue. Additionally, it would allow farming sponges, because elder guardians drop a small number of sponges on death. (¶ 2b)
Con: Allowing catching elder guardians would allow users to farm sponges, a previously rare resource. (At first, KermM had a monopoly on sponges, which he never capitalized on. Since then, tifreak8x has gotten the largest sponge supply, although oddly, he, too, does not seem to be selling/renting them?) (¶ 2c)
Note that whether or not elder guardians should be catchable has never been previously discussed, as Minecraft itself did not support directly spawning elder guardians without using special commands. (¶ 2d)
Other mobs: (§ 3b)
Blazes weren't catchable in 1.9. It appears that, during the 1.10 upgrade, they accidentally got enabled. (¶ 3a)
Pro: They're a good PvE mob, and drop blaze rods for making end rods. (¶ 3b)
Con: They weren't supposed to be catchable. I'm not sure why. But I suspect ACagliano wouldn't be happy about losing his semi-monopoly. (¶ 3c)
Creepers were not and are not catchable. I'm not sure why, but I suspect it's an anti-griefing measure. Perfectly sensible. (¶ 4)
Endermen were originally said to be catchable. I'm not sure why that changed. I must note, however, that mob spawners can't spawn endermen half as fast as tifreak8x's XP farm in the End does, so making them catchable wouldn't change much, since people always get their ender pearls and XP from the XP farm. (¶ 5)
Endermites and Silverfish aren't new, but I've no clue whether they were previously catchable. I don't see any harm in making them catchable. They don't drop anything special, and could be useful as PvE traps. (¶ 6)
Evokers are a new 1.11 mob. Upon death, they drop a Totem of Undying. (¶ 7a)
Pro: They're a great mob to add to PvE arenas. Furthermore, unlike sponges, elytra, and shulker boxes, totems of undying are single-use items; once you don't die, you lose the totem. (¶ 7b)
Con: The staff have previously indicated a desire to emphasize survival aspects of game play. Allowing evokers to be catchable would make totems of undying farmable, which would seem to contradict the emphasis on survival. (¶ 7c)
To me, it seems clear that evokers should not be catchable. However, the staff should also monitor the supply of totems of undying and how often woodland mansions appear, and force a woodland mansion to appear if they turn out to be extremely rare. But this is Minecraft, and I worry that we'll go six months without a woodland mansion, and then suddenly get three woodland mansions in the same abba world. (¶ 7d)
Ghasts were originally said to be uncatchable. They are currently. I'm not sure what prompted the change. My guess is that somebody confused the endermen and ghast catch rates. (¶ 8a)
Pro: Allows farming ghast tears, and allows trolling KermM in the overworld. (¶ 8b)
Con: Allows farming ghast tears, and allows trolling KermM in the overworld. (¶ 8c)
Llamas are a new 1.11 passive mob. Previously, all passive mobs have been catchable. Why change that now? (¶ 9)
Shulkers are not a new mob. Their catchability hinges primarily on the merits of farming shulker shells. However, I note that their Levitation debuff is a fun mechanic, and I'd hate to see PvE arenas not have access to that. (¶ 10)
Slimes have a 100 % catch rate. This means that, when mining a slime chunk, the easiest way to deal with the slimes is to egg them. This seems at odds with the reason skeletons and zombies don't have a 100 % catch rate. (¶ 11)
Strays were introduced as a variant of skeletons. They can drop a tipped arrow of slowness on death. (¶ 12a)
Pro: Skeletons were catchable, so strays should be too. (¶ 12b)
Con: You might want to prevent farming of arrows of slowness, although I'm not sure why. (¶ 12c)
Vexes are a new 1.11 mob. They don't drop anything special. (¶ 13a)
Pro: They'd make a great addition to PvE arenas, especially since evokers are almost certain to be uncatchable, and 90 % of the fun of fighting evokers is due to them summoning vexes. (¶ 13b)
Con: You hate vexes? (¶ 13c)
Vindicators are a new 1.11 mob. They don't drop anything special. They can drop an emerald, and can drop an ax. You can also name them Johnny to make them fight other mobs, which is kind of neat. (¶ 14a)
Pro: In a PvE arena, they can function as a sort of harder variant of zombies. (¶ 14b)
Con: Heeere's Johnny! (¶ 14c)
Zombie Villagers got their own spawn egg in 1.10. They can be converted into regular villagers. (¶ 15a)
Pro: In a PvE arena, they can function as a sort of variant of zombies. (¶ 15b)
Con: Braaains. (¶ 15c)
((Also, it'd be great if Kerm or comic (who stills needs the server password?) would post the current catch rates for mobs in this topic, as they've been changed since the server started. For example, comic's first list of mob catch rates said endermen were catchable. They aren't currently.)) (§ 0 ¶ 2)
My proposed configuration changes mentioned in poll: (§ 1)
This poll is for speedy consensus on multiple compromises. If you believe my discussion on any of these issues is incomplete or requires further, more detailed debate, vote no and discuss below; the decisions on each point will then be made separately. (¶ 1)
- (a) Forbid catching of Wither Skeletons, but (b) make an exception for my single wither skull farm in the nether. ((a2) Consider using wither skeleton spawn eggs as event prizes.)
- (c) Forbid catching of Elder Guardians, in keeping with previous policy. ((c2) Consider using elder guardian spawn eggs as event prizes.)
- (d) Keep Shulkers uncatchable, but (e) allow Rivereye to farm them, because he previously won a shulker spawn egg. Give him a second shulker spawn egg, because the first didn't take.
- (f) In the future, when spawn eggs are given as prizes, always give at least two, due to the bug with mob spawners not accepting mob changes the first time.
- (g) Change Endermen to catchable.
- (h) Change Blazes and (i) Ghasts back to uncatchable.
- (j) Confiscate unauthorized (j1) blaze, (j2) ghast, and (j3) wither skeleton eggs, (j4) without penalty to users. (k) Order unauthorized (k1) blaze, (k2) ghast, and (k3) wither skeleton mob spawners changed back to a catchable mob.
- (L) Keep (L1) Strays and (L2) Zombie Villagers catchable.
- (m) Keep/make Evokers uncatchable.
- (n) Allow catching (n1) Vexes and (n2) Vindicators.
Summary of my findings: (§ 2)
Discussion is needed on catchability of Wither Skeletons and Elder Guardians. I am strongly in favor of catchable wither skeletons. I'd vote for catchable elder guardians, but my opinion isn't particularly strong. Also, Strays are currently catchable, despite this not being discussed, as far as I can tell; my vote is that they remain catchable. (¶ 1)
Shulkers should remain uncatchable, in keeping with previous policy. However, Rivereye won a shulker spawn egg in an event, which is good. Unfortunately, due to the unsolved bug with mob spawners not accepting mob changes, his egg was wasted. My vote is that he get a second egg (or as many as it takes to get that spawner working), and be allowed to farm shulker shells. (¶ 2)
Additionally, there have been some configuration mistakes: Blazes and ghasts were accidentally set to catchable at some point, probably on the upgrade to 1.10. They should probably be immediately reset to uncatchable. Endermen were set to uncatchable, which may have been a mistake. ('G' for Ghast follows 'E' for Enderman, and there are no 'F' mobs.) I suggest that the staff figure out who's supposed to have access to ghast and blaze eggs, and request that anybody who has unauthorized eggs (e.g. me, KermM's secret ghast egg supply) destory them. (¶ 3)
Finally, there are three new mobs for 1.11. Evokers should be uncatchable because they drop totems of undying; staff consensus seems to be against totems of undying being widely available. Vindicators and Vexes should be catchable, because why not? (¶ 4)
Notable 1.10 spawn eggs changes: (§ 3a)
Wither Skeletons were previously a variant of skeletons. Skeletons spawned in Nether Fortresses had an 80 % chance of spawning as wither skeletons. This allowed wither skull farming: Simply spawn skeletons in the nether fortress. This was made considerably easier with using a mob spawner. (¶ 1a)
In 1.10, wither skeletons are a separate mob type. (We apparently didn't notice in 1.10.) This means that spawning a skeleton in a nether fortress will never yield a wither skeleton. (At least, not from a mob spawner. Since beacons weren't selling, I had no need to farm wither skulls during the entire 1.10 era. Also, EggCatcher probably didn't support it, anyway.) Conversely, you can also now spawn wither skeletons in the overworld. (¶ 1b)
Pro: Allowing catching wither skeletons would continue allowing wither skull farming. Previously, most players were unaware that wither skulls were farmable, even though the 80 % thing was documented on the Wiki. Because wither skulls were farmable, not allowing wither skeletons to be catchable would be a regression. (¶ 1c)
Con: Allowing catching wither skeletons would also allow farming wither skulls from the Overworld, and make beacons a bit more common. (Pro: Nobody was buying beacons, anyway, so a massive flood of supply wouldn't seem to change much anyway.) (¶ 1d)
Note that whether or not wither skeletons should be catchable has never been previously discussed, as Minecraft itself did not support directly spawning wither skeletons without using special commands. (¶ 1e)
Elder Guardians were previously a variant of guardians. Guardians were catchable, and elder guardians were a non-renewable mob. (However, farming monument items from guardians is terribly slow using mob spawners, even if you have access to a quadruple spawner.) (¶ 2a)
Pro: Allowing catching elder guardians would allow users to place them near their base so they could have Mining Fatigue. Additionally, it would allow farming sponges, because elder guardians drop a small number of sponges on death. (¶ 2b)
Con: Allowing catching elder guardians would allow users to farm sponges, a previously rare resource. (At first, KermM had a monopoly on sponges, which he never capitalized on. Since then, tifreak8x has gotten the largest sponge supply, although oddly, he, too, does not seem to be selling/renting them?) (¶ 2c)
Note that whether or not elder guardians should be catchable has never been previously discussed, as Minecraft itself did not support directly spawning elder guardians without using special commands. (¶ 2d)
Other mobs: (§ 3b)
Blazes weren't catchable in 1.9. It appears that, during the 1.10 upgrade, they accidentally got enabled. (¶ 3a)
Pro: They're a good PvE mob, and drop blaze rods for making end rods. (¶ 3b)
Con: They weren't supposed to be catchable. I'm not sure why. But I suspect ACagliano wouldn't be happy about losing his semi-monopoly. (¶ 3c)
Creepers were not and are not catchable. I'm not sure why, but I suspect it's an anti-griefing measure. Perfectly sensible. (¶ 4)
Endermen were originally said to be catchable. I'm not sure why that changed. I must note, however, that mob spawners can't spawn endermen half as fast as tifreak8x's XP farm in the End does, so making them catchable wouldn't change much, since people always get their ender pearls and XP from the XP farm. (¶ 5)
Endermites and Silverfish aren't new, but I've no clue whether they were previously catchable. I don't see any harm in making them catchable. They don't drop anything special, and could be useful as PvE traps. (¶ 6)
Evokers are a new 1.11 mob. Upon death, they drop a Totem of Undying. (¶ 7a)
Pro: They're a great mob to add to PvE arenas. Furthermore, unlike sponges, elytra, and shulker boxes, totems of undying are single-use items; once you don't die, you lose the totem. (¶ 7b)
Con: The staff have previously indicated a desire to emphasize survival aspects of game play. Allowing evokers to be catchable would make totems of undying farmable, which would seem to contradict the emphasis on survival. (¶ 7c)
To me, it seems clear that evokers should not be catchable. However, the staff should also monitor the supply of totems of undying and how often woodland mansions appear, and force a woodland mansion to appear if they turn out to be extremely rare. But this is Minecraft, and I worry that we'll go six months without a woodland mansion, and then suddenly get three woodland mansions in the same abba world. (¶ 7d)
Ghasts were originally said to be uncatchable. They are currently. I'm not sure what prompted the change. My guess is that somebody confused the endermen and ghast catch rates. (¶ 8a)
Pro: Allows farming ghast tears, and allows trolling KermM in the overworld. (¶ 8b)
Con: Allows farming ghast tears, and allows trolling KermM in the overworld. (¶ 8c)
Llamas are a new 1.11 passive mob. Previously, all passive mobs have been catchable. Why change that now? (¶ 9)
Shulkers are not a new mob. Their catchability hinges primarily on the merits of farming shulker shells. However, I note that their Levitation debuff is a fun mechanic, and I'd hate to see PvE arenas not have access to that. (¶ 10)
Slimes have a 100 % catch rate. This means that, when mining a slime chunk, the easiest way to deal with the slimes is to egg them. This seems at odds with the reason skeletons and zombies don't have a 100 % catch rate. (¶ 11)
Strays were introduced as a variant of skeletons. They can drop a tipped arrow of slowness on death. (¶ 12a)
Pro: Skeletons were catchable, so strays should be too. (¶ 12b)
Con: You might want to prevent farming of arrows of slowness, although I'm not sure why. (¶ 12c)
Vexes are a new 1.11 mob. They don't drop anything special. (¶ 13a)
Pro: They'd make a great addition to PvE arenas, especially since evokers are almost certain to be uncatchable, and 90 % of the fun of fighting evokers is due to them summoning vexes. (¶ 13b)
Con: You hate vexes? (¶ 13c)
Vindicators are a new 1.11 mob. They don't drop anything special. They can drop an emerald, and can drop an ax. You can also name them Johnny to make them fight other mobs, which is kind of neat. (¶ 14a)
Pro: In a PvE arena, they can function as a sort of harder variant of zombies. (¶ 14b)
Con: Heeere's Johnny! (¶ 14c)
Zombie Villagers got their own spawn egg in 1.10. They can be converted into regular villagers. (¶ 15a)
Pro: In a PvE arena, they can function as a sort of variant of zombies. (¶ 15b)
Con: Braaains. (¶ 15c)