Minecraft:Trial Spawner
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:Infobox block A trial spawner is a type of spawner found in trial chambers. It spawns Minecraft:mobs in waves, ejects consumable items and/or trial keys after they are all defeated, and then deactivates for 30 minutes. Having more Survival/Adventure mode players nearby results in more mobs and more rewards.
A trial spawner will convert into an active ominous trial spawner during an ominous trial, even if it was on cooldown.
Obtaining
Trial spawner can be obtained only by using the Minecraft:Creative inventory, using {{#vardefine: control | middle click on mouse }}pick block or executing Minecraft:commands.
Natural generation
Trial spawners generate naturally in every chamber and every corridor of trial chambers, except for the entrance chamber.
Breaking
No tool can accelerate the breaking process of trial spawner. Script error: No such module "breaking row". Trial spawner drops nothing when it's destroyed.
Usage
A trial spawner summons a limited number of mobs, scaled based on the number of nearby players. When these mobs are defeated, the spawner ejects a reward for each player and enters a cooldown period.
Activation
A trial spawner has a required player range of 14 blocks. Any player in Survival or Adventure mode activates the spawner if the distance between the player's center and the spawner's center becomes less than the required player range, and the spawner has a direct line of sight to the player. Once activated, the spawner begins summoning copies of the mob set in it, and no longer requires the player to be within range or maintain line of sight.
The line of sight check for trial spawners can pass through transparent solid blocks, such as copper grates and Minecraft:glass. This differs from the line of sight check for hostile mobs, which cannot pass through these blocks.
Trial spawners do not activate if the game rule
- REDIRECT Template:Code
- REDIRECT Template:Code
Template:Redr,<ref>Template:Bug</ref> or if the difficulty is set to Peaceful.<ref>Template:Bug</ref>
When a trial spawner first activates, it shoots spark-like particles up into the air. While active, it emits smoke and flame particles around itself and any entities it summons.
The light level around a trial spawner does not affect how it summons entities.
Mob spawning
{{#vardefine:params|0 }}Template:Hatnote
When a player enters a trial spawner's range, the spawner attempts to spawn 1 mob every Script error: No such module "convert".. With 1 player, it does not spawn a mob if there are already 2 mobs from the spawner that are still alive. It spawns a total of 6 mobs before ejecting loot and going into cooldown. The number of living mobs required to prevent further mob spawning is called the simultaneous mob count. The number of mobs spawned before going into cooldown is the total mob count. These numbers are summarized in Template:Slink.
This duration of time between each mob being spawned is the spawn interval. If the spawner can't spawn a mob, it waits for the duration of the spawn interval and tries again. Once the number of living mobs spawned by the spawner has reached the simultaneous mob count, it stops trying to spawn mobs. Mobs spawned by the spawner do not naturally despawn, but the spawner does not detect or count living mobs from unloaded chunks. Therefore, moving mobs into unloaded chunks causes them to build up and the spawner to continue spawning more.
A trial spawner also stops spawning mobs if the number of living mobs spawned by it reached the total mob count. The spawner doesn't need to detect these mobs being alive, and therefore still counts them if they are in unloaded chunks. The spawner detects the death of the mobs only for the total mob count, and it always detects the death of the mobs even if it is not in a loaded chunk.
Both the simultaneous mob count and the total mob count increase if another player comes within the spawner's range. For each additional player present, the simultaneous mob count increases by 1, and the total mob count increases by 2. For example, with 2 players, 8 mobs spawn in total with 3 at once, and with 3 players, 10 mobs spawn in total with 4 at once.
If a player leaves the detection range of a trial spawner, these values do not scale back down.
The values described above are the default values used when trial spawners are placed manually. Naturally generated spawners in trial chambers use different values. Additionally, these numbers can be configured by modifying the block's NBT data.
Naturally generating trial spawners in trial chambers use different values for the spawn interval, the total mob count, and the simultaneous mob count. The quantity that the last 2 values change by with additional players is also different for different types of spawners. All naturally generated spawners attempt to spawn mobs every Script error: No such module "convert"., or every Script error: No such module "convert". for the slow versions of the spawners. Additionally, naturally generated breeze spawners allow 1 breeze to exist at once (+0.5 for each additional player present) and stop after spawning 2 mobs (+1 for each additional player present). Baby zombie spawners allow 2 baby zombies to exist at once (+0.5 for each additional player present) and stop after spawning 6 mobs (+2 for each additional player present). All other spawners generated in trial chambers use the default value of 6 total mobs, plus 2 for each additional player present, and 3 simultaneous mobs, plus 2 for each additional player present. This is summarized in Template:Slink.
Spawning values
| Type | Spawn interval | Total mobs (base) | Total mobs added per player | Simultaneous mobs (base) | Simultaneous mobs added per player |
|---|---|---|---|---|---|
| Default values | Script error: No such module "convert". | 6 | 2 | 2 | 1 |
| Breeze | Script error: No such module "convert". | 2 | 1 | 1 | 0.5 |
| Baby zombie | Script error: No such module "convert". | Default | Default | Default | 0.5 |
| All others in trial chambers | Script error: No such module "convert". | Default | Default | 3 | 0.5 |
Slow versions (those that appear in chamber_8)
|
Script error: No such module "convert". | Default | Default | 4 | 2 |
Mobs spawn in positions that have a line of sight to the trial spawner, in a 4-block spherical radius. This is different from the monster spawner, which has a larger, rectangular spawning box, and no line-of-sight requirement. Otherwise, the standard mob spawning rules apply (mobs cannot collide with blocks, guardians and elder guardians spawn only in water, etc.)
Completion
All mobs spawned by a trial spawner must be defeated before the trial spawner can eject loot. A mob is considered defeated when it is killed, enters a block (in the case of silverfish), enters another Minecraft:dimension, or transforms into another entity (excepting for creepers transforming into charged creepers; the charged creepers must be defeated before the trial spawner is completed).
If a mob spawns more mobs upon death, only the initial mob must be defeated to cause the spawner to eject loot (i.e. slimes and magma cubes).
Cooldown
Upon completion, a trial spawner enters a cooldown state for Script error: No such module "convert". before it can be activated again. The cooldown timer decreases even if the trial spawner is unloaded.<ref>Template:Bug</ref>
Custom trial spawners
{{#vardefine: control | right click on mouse or left trigger on gamepad }}Using a spawn egg on a trial spawner sets the trial spawner's type to that egg's entity.
Trial spawners placed by players have the same loot data as those found in trial chambers. However, if it becomes an ominous trial spawner it will keep its same loot and will not update to use the Ominous loot.
Loot
When all mobs have been killed, the trial spawner waits 40 ticks (2 seconds). Then, every 30 ticks (1.5 seconds), it ejects random items from the loot table. It does this for every detected player. It has a 50% chance of picking a trial key, in which case it drops for all players. The other 50% of the time it drops one of the other items for each player. Script error: No such module "lootChest".
Ominous trial
{{#vardefine:params|0 }}Template:Hatnote A player with Bad Omen that is within the activation range of a trial spawner is given the Trial Omen effect, starting an ominous trial. During an ominous trial, trial spawners near a player with Trial Omen are converted into ominous trial spawners. When a trial spawner becomes ominous, all of its existing mobs are despawned. If the trial spawner was on cooldown and was not ominous before going on cooldown, the cooldown is skipped when becoming ominous.
Piston interactivity
Trial spawner can't be pushed by Minecraft:pistons or pulled by sticky pistons.
Sounds
Generic
Template:Edition: Template:Sound table/Block/Trial spawner/JE
Template:Edition: Template:Sound table/Block/Trial spawner/BE
Unique
Data values
ID
Java Edition: Template:ID table Template:ID table
Bedrock Edition: Template:ID table Template:ID table
Block states
{{#vardefine:params|0 }}Template:Hatnote
Java Edition: Template:Bst Template:Bst
Bedrock Edition: Template:Bst Template:Bst
Block data
A trial spawner has a block entity associated with it that holds additional data about the block.
Java Edition: {{#vardefine:params|0 }}Template:Hatnote
<section begin="block data" />
- Template:Nbt/sprite Block entity data
- Template:Nbt inherit
- Template:Nbt/sprite required_player_range: Between 1 and 128. Defaults to 14. — Maximum distance in blocks for players to join the battle.
- Template:Nbt/sprite target_cooldown_length: Defaults to 36000. — Time in ticks of the cooldown period. Includes the time spent ejecting rewards.
- Template:Nbt/spriteTemplate:Nbt/sprite normal_config: (optional) One trial spawner configuration (an Template:Nbt ID, or a new Template:Nbt trial spawner configuration definition) — The configuration to use when not ominous.
- Template:Nbt/spriteTemplate:Nbt/sprite ominous_config: (optional) One trial spawner configuration (an Template:Nbt ID, or a new Template:Nbt trial spawner configuration definition) — — The configuration to use when ominous.
- The following fields are used to keep track of the current state of the trial spawner.
- Template:Nbt/sprite registered_players: A set of player UUIDs. — All the players that have joined the battle. The length of this array determines the amount of mobs and amount of rewards.
- Template:Nbt/sprite: A UUID.
- Template:Nbt/sprite current_mobs: A set of mob UUIDs. — The mobs that were spawned by this spawner and are still alive.
- Template:Nbt/sprite: A UUID.
- Template:Nbt/sprite cooldown_ends_at: Gametime in ticks when the cooldown ends. 0 if not currently in cooldown.
- Template:Nbt/sprite next_mob_spawns_at: Gametime in ticks when the next spawn attempt happens. 0 if not currently active.
- Template:Nbt/sprite total_mobs_spawned: The total amount of mobs that have already been spawned in this cycle. 0 if not currently active.
- Template:Nbt/sprite spawn_data: The next mob to attempt to spawn. Selected from Template:Nbt/sprite spawn_potentials after the last attempt. Determines the mob displayed in the spawner.
- Template:Nbt/sprite ejecting_loot_table: A resource location to the loot table that is given as a reward. Unset if not currently giving rewards. Selected from Template:Nbt/sprite loot_tables_to_eject after all mobs are defeated.
<section end="block data" />
Advancements
Script error: No such module "Advancement".
Videos
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History
Announcement
Java Edition
Bedrock Edition
Issues
Script error: No such module "Issue list".
Trivia
- Trial spawners placed by hand have both
spawn_potentialsandspawn_datadata. Right clicking a trial spawner with a spawn egg changes itsspawn_data. Changing itsspawn_potentialswithout removing itsspawn_datacauses the trial spawner to stop functioning. - If there are multiple entities listed within the
spawn_potentialsdata of a trial spawner, the icon displayed by a trial spawner reflects the next entity to be spawned. - The line of sight check for trial spawners was implemented to prevent mobs from spawning outside of the room, or outside trial chambers' structure, such as inside caves.<ref>
- redirect Template:YouTube link
Template:Redr</ref>
- Trial spawners can still eject their loot, even if all mobs they spawned were not defeated but rather converted as listed below:
- Minecraft:Pigs and Minecraft:villagers converting to zombified piglins and Minecraft:witches respectively when struck by lightning.
- Minecraft:Piglins, piglin brutes and hoglins converting to zombified piglins and zoglins when outside of Minecraft:the Nether for 15 seconds.
- Skeletons converting into strays when they freeze.
- Minecraft:Husks and Minecraft:zombies converting into Minecraft:zombies and drowneds when submerged in water for too long.
Gallery
Renders
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A breeze trial spawner
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A slime trial spawner
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A Minecraft:zombie trial spawner
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A baby zombie trial spawner
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A Minecraft:husk trial spawner
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A skeleton trial spawner
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A bogged trial spawner
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A stray trial spawner
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A spider trial spawner
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A cave spider trial spawner
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A silverfish trial spawner
Development images
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A trial spawner emitting particles upon activation
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A defeated breeze trial spawner
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A room with a breeze trial spawner in the middle
In other media
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Ari, Noor, and Minecraft:Efe looting a trial spawner and receiving trial keys.
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A spider trial spawner as it appears in the Tricky Trials Update Official Trailer.
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A bogged trial spawner activating before Efe, Kai, Makena, Steve, and Sunny.
See also
References
<references group="">
</references>
External links
Template:Article otherTemplate:Article other
de:Prüfungs-Spawner es:Generador de desafío fr:Générateur des épreuves ja:試練のスポナー ko:시련 생성기 pl:Przyzywacz prób pt:Gerador do Desafio ru:Спаунер испытаний uk:Породжувач випробувань zh:试炼刷怪笼