Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
once they spawn all they are supposed to self-destruct
This shouldn't be true, as a game mechanic it's just terrible. This would eventually leave your entire world with only the roaming mobs to spawn every few days.
It's a bug, plain and simple. Some spawners fail to reinitialize when you enter the chunk. Your best bet would be to just travel to a completely different location, exit the world, then reenter it at that different location and slowly travel back to the spawner, don't use a portal.
* torches
* Portals
* Herds
* This Protection Stone
* All kinds of workbenches
* (Beds ???)
* ....
And the normal area spawn never run out.
My wolfes clear the Island now since arround 20 ingame days
https://steamcommunity.com/sharedfiles/filedetails/?id=2456479034
it's good actually, otherwise "weak" players would never be able to obtain seeds
they just keep killing mobs until spawner stops, it's easier than rushing into it and getting surrounded to death
there are invisible spawners which are infinite, the ones that you can block using spawn blocking buildings
they spawn one certain mob, and can't respawn it until you kill it, it has also some cooldown
so not only the wandering mobs are left, and they are much faster than you describe them
there are also raids
maybe some outdated videos? I have never seen them spawn more than 20 mobs
iirc the spawn preventing buildings prevent spawns from invisible spawners, raids and wandering spawners
I think they didn't block the visible spawners (like the draugr/skeleton/greydwarf ones, I didn't check if meteorite or fire geyser count for visible or invisible, but for example boar runestone spawns with multiple invisible spawners of boars around it)