Has anyone ever noticed that there is NO zombies at /warp mob? (If you have then tell me im blind in the comments.) And is it just me, or did they add endermans in /warp mob. Cause I did not notice them before. My reason is that I am NOT gonna pay 1 grass for however many rotten flesh u get. Just, NO! I know theres no use for the flesh, but zombies can drop armor, shovels, carrots, potatoes and more. vote for their small faces!
I think the point of not having zombie spawners is because they can drop iron and staff does not want this to be a form of iron farming. At least this is what I've read from other threads on this topic EDIT: This is where I saw this. Need Questions Answered | Skyblock Forums
Basically what bertis13 said, zombie and zombie pigman spawners are disabled to prevent iron and gold farming.
Blaze spawners were disabled because people could use them to grief. They are still disabled although "fire spread" is disabled.
Blaze rods became rare after they removed it from /warp grass. I have no idea why... Wish they would bring blaze spawners back though for no major changes will be made to the economy.
No support. The main reason why zombies are disabled, is to prevent iron farming, along with zombie pigmen.
I think having them only at warp mob is fine. But the only thing is zombie spawning was disabled so they wont spawn even if you turn a spawner to zombie. Imo you gotta spend so much time at warp mob to get iron its not worth it. So I actually support this. Disabled our ability to set spawners to zombies, but allow zombies at warp mob. Even disable our ability to set spawners to zpm.
We have some on org, it wouldn't hurt to have a few at /warp mob on net. It's not like they can farm a ton of iron there.
blaze cant harm islands or spread fire anywhere anymore, but could still kill players.if they didnt fly it would be fine... LOL zombies iron farming, pigzombies gold farming. BUT, tested this, in small quantities, its extremely hard and a waste of time. in mass amounts though... maybe. but again, ive noticed changes in spawn rates and whatnot. soooo doubt that. if just in warp mob for zomb/pigzomb, yeah put 1-2 spawners in. but for island use, nope. can blame a few people for that, zombie+villagers and a large pit= too much iron.
I remember he good ol days when I used to climb to a top of a tower and fish up zombie pigmen, and watch them fall to their death, until I accidently fished one onto my platform, it killed me and stole all my armor, and kept on killing me ;-; And then, there was that iron farm that I made, and the server was accidentally on hard mode, and I got my first piece of diamond armour from a zombie wearing diamond armour (They were boots). Back then, the price of gold was cobble cheap, nowadays, it's relatively expensive for gold. Back then, the price of iron was worth more than gold, and now, it's about the same. I still keep a DC of rotten flesh and gold nuggets for my memories... R.I.P Pigmen spawners 2k12 - 2k13 R.I.P Zombie spawners 2k13 - 2k13 You will never be missed
Zombies drop iron at such a low rate though.. it's unnecessary to have them disabled, in my opinion. Although, Pigmen and Iron Golem spawners are reasonable. They drop gold and iron pretty much infinitely. Zombie's should be enabled, and so should Pigmen and others. There are ways to disable only certain drops from mobs, and I think that's what they should do.
As a lot of people have said, their disabled due to the fact they can make iron farms :b no support sorry xD