[suggestion] end game - creeper spawn disable

Discussion in 'Suggestion Box Archives' started by tuqueque, Jun 21, 2025.

  1. Goal: Let players (near end-game) take a break from creepers by stopping them from spawning nearby.

    Mechanics:
    If two players are in the same area, both must have the effect active for it to work.

    Possible Ways to get it:

    • Rare /vote bonus: Chance to get a voucher that stops creepers from spawning near you for 1 hour.

    • /tokenbuy (3,000 tokens): Buy a 1-hour creeper-free voucher.

    • Permanent option (100,000–150,000 tokens): Unlock a toggle in /ps to enable or disable creeper spawning near you permanently.


      Is this too OP, think of other ways to potentially have this?


      -idea from carol and katy in chat
  2. I like the rare vote bonus drop idea.

    I also like the 1 hour timer idea - just so that you can work on a build that has been causing you issues for one reason or another - but I'm not sold on the idea of the permanent option, even though it would be great in theory, it just isn't vanilla.

    (and darn if Tuq doesn't get these suggestions typed up so dang fast!! )
    farmerguyson and tuqueque like this.
  3. wha... what's the issues with Creepers?
    tuqueque likes this.
  4. A use for tokens great idea

    +1 for sure!
    tuqueque likes this.
  5. they blow your builds up whist you're building :D
    tuqueque likes this.
  6. -1
    too OP and (sorry not trying to be mean) just not engaging design, think of it like this, to over simplify it, a game needs "challenges" to be a game,
    this would kind of feel like being able to disable the ghosts in pac man
  7. Not to sound rude or anything but... skill issue. Just kill them and you'll be fine.
    I'm with jewel here. It's a survival game, there needs to be *some* threat.
    tuqueque likes this.
  8. When I posted this I regurgitated the idea, without forming opinions, now I think I have one...

    Personally I feel like, if tokens are given an active use, other than the eventual outpost claiming, its to offer players an offset/tradeoff on challenges.

    A player decided to do a challenging activity the past week and accumulated tokens. It would be a nice feature imo to say, for all the 'suffering' you passed through to earn those tokens, they can get a less stressful time this week.

    10X my 'proposed prices for example

    30k tokens for 1hour, well maybe, I'd change it for 50k tokens for 24 hours. (people might do 1-4 hour play sessions normally... so spend huge amount of challenge earned tokens to play a day with slightly less danger.)

    I hate this argument, but there are much more OP items in both minecraft and EMC offering. it might mean that any spawns that were intended to be creepers are zombies/skeletons. mobs will still spawn.
    (I'd personally nerf haunted candy way before, if we want to encourage the existence of some threat to players.)

    But yeah, this is a decisive suggestion into parting from vanilla, and it comes into important questions such as which playstyle preferences should EMC encourage? or even What is EMC?
    and I do see the argument of OPness given the drift from vanilla minecraft...

    Edit: I’d qualify this as a minor nice to have though given other existing solutions, agree with Socks, farmer and marvel below
  9. If it's possible to code, if you have this token instead of no creepers, make it so the creeper doesnt do ANY structure damage when blow up, that would be neat
    tuqueque likes this.
  10. I am all for giving tokens a reason to exist and for making consumables to use those tokens up.

    But in this case.... not something I am willing to work on.

    Quite honestly it is not that hard to toss down torches around your build site to prevent any hostile mob spawns. I spend almost all of my EMC time in the frontier and can count on 1 hand the number of times a creeper got the drop on me while building (been killed a few times when mining, of course).

    Anywho. Keep the ideas for token use coming. You never know what will come of it.

    ~Socks
    EvilBlo, ultipig and tuqueque like this.
  11. A player currently has the means to prevent mob damage with a diff setting of 1 and buildmode to protect all player placed blocks. At diff 1 any sneaky creeper can be dealt with quickly before blowing up.
    tuqueque likes this.
  12. Yeah, I'm with Socks on this one. I feel like in end game with maxed gear and a few light sources this is a non issue? It's interesting to hear that this is a great annoyance to some, because I don't feel as though I've related to this for... Years

    Yeah, it seems like this is already the solution that EMC has. Who's building anything they care about with no protect mode?
    ultipig and tuqueque like this.
  13. Just use /buildmode.