@Cileklim A similar idea to what @NutjobBob mentioned, why not enable mob griefing but keep it off around 2k of spawn?
It prevents explosions from making it harder to keep spawn area clean and lets players have a more "vanilla" gameplay.
Which is a win-win situation if you ask me.
Impossible to set a gamerule within a range, Nutjobs idea has benefits but there is also some cons that need to be carefully balanced against them if it were to be considered.
Nor does it address the fact many people don't like creeper explosions in the first place.
@2Chill I am also sorry if i am misreading something but which part makes you feel he isnt being appreciative of the work we do with cleaning ? i clean everyday i am on for a couple hours at least , i didnt see in any way he wasnt being appreciative of it ? also the whole cleaning thing of spawn... should that not be pushed further back as a smaller dispute ? I would love to hear from crafty on more of the reasons of the mob zapper . I am actually highly confused why this keeps slipping back to "Cleaning " .
It slips back to cleaning because many of us know what spawn was like before we had mob grief disabled and the mess of craters it was.
His suggestions that we just add more staff and seeming lack of care for the job that done where what lead me to the conclusion that he didn't seem to fully appreciate it, perhaps I'm wrong but the post certainly gave that impression.
@2Chill Also about the farms , we already have people who have farms that lag like crazy @ the huge pumpkin ones ...not to call any names but im sure you have seen them , and they will drop your frames by alot and surely lag the server also already.
So what ?
becuase we allow one thing that allows lots of lag we should allow everything ?
@NutjobBob I'm not very knowledgeable about commands, but I suspect most of the command blocks on the server already run on a clock repeating every tick. I'm not sure if adding an entitydata clock would actually cause a problem. Regardless, I'm sure the Boss know what he's doing and whether doing something like this is feasible.
I'm not really sure what you mean by this.
If you're talking about using villager farming as a way to get emeralds: Without looking too much into the numbers I'm fairly sure that auto melon/pumpkin farms are a much faster way to get emeralds than villager farms.
If you mean villager breeding you might have a point. Although Baron's post you quoted above can go both ways. Having mob griefing on makes villagers who give you incredible stuff easy to work with, but it's balanced by having the danger of creepers exploding your houseand zombies tearing into your encampment.
If this is possible, great! I only suggested setting explosion radii to 0 because I didn't think it was possible to change gamerules in a specific area.
I don't think so but it would have to be something you would need to ask crafty to verify, the only example I can think of that runs on a repeating clock would be the entity clear and the bat remover which is disabled.
Villager farming is much cheaper than melon farming and easy to scale however with some of the designs out there the difference in output isn't that large and offset by not having to spend on pistons and the like.
I don't really think creepers are actually much of a threat to an end game player, they already deal identical damage so I'm unsure as to why having them blow small holes in your base rarely would balance the fact the game became much easier with regards to breeding.