Minetest13 reports: Suggestion: Add a balrog magne ... #6000
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Reference: your-land/bugtracker#6000
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Minetest13 reports a bug:
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#6000th issue, congrats!
Minetest13 should get a (small) reward (perhaps 1k XP) for the #6000th issue, but i'm not in favor of this request as stated. balrogs are meant to be really rare and hard to kill. perhaps it'd be ok if such a thing had other downsides - slow the player, halve their damage, summon tons of other mobs as well.
I think it should be made with 2 nether lumps(or ingots) and 5 steel ingots. It should triple the spawn rate of any mobs in that area.
gz to #6000
last time we handed out some xp, I'll do the same with Minetest13 :P
Still, for balancing reasons we can't make a Balrog magnet without serious downsides ;)
Begs another question: could we retrofit or change spawn rules from a running server?
That would lead straight to a Balrog farm.
This is a variation of #4469
technically yes, because all the spawn rules are purely in the lua code. but spawnit doesn't easily provide such a mechanic - when spawning mobs, there's no direct indication of which players are actually near the spawn positions. it'd have be something extra tacked on top.