The Spawn Chunks 380: Stick’em With The Pointy End

Dec 15, 2025 | podcast

Joel, and Jonny recap the details of the nautilus, parched, spear, and more in the now released Mounts Of Mayhem drop, then answer listener email about trapping sound, tapping into maps, and comparing Minecraft to other open world games that have more narrative structure.

Support The Spawn Chunks on Patreon

Login

  • The Citadel | Mushroom Island
    • Building up the mid-section panels of the command center, and copying the established design around the four different wings so what is built so far is mirrored on all wings.
      • Even with the side panels designed on the wings, they still need to be connected some how.
      • Along with mirroring the existing designs, old design ideas, temporary walls, and blueprints laid out temporarily on the ground are being removed to aid in a clearer vision going forward.
      • The center section will be designed in conjunction with mapping out some of the interior space.
    • Starting to think about the inside of the command center.
      • Leaning towards an octagonal central shape in the main hub chamber with some sort power core in the middle.
        • Potentially at the floor level providing a centrepiece, or encased below floor level with a glass floor.
      • Still not sure about design elements like ceiling height, moving between floors, or lighting.
  • The Minecraft Survival Guide, Season 3
    • Updated to Mounts Of Mayhem, and spent some time getting really familiar with the spear.
    • The Beacon Dig for David is now making good progress in Zone 3.
      • The potential zombie spawner, and drowned farm project is on hold now that Mounts Of Mayhem is here to explore.
    • Published a quick YouTube short correcting the misconception that oxidized copper has any mechanical effect on spread out copper.

FROM: Violine1101
SUBJECT: Multi-threading And Sound Swallowing

Hi Pix and Joel,

First off, a small correction: In Episode 371, you mention that Java Edition supposedly still runs on only one CPU thread and the current performance improvements are due to rendering being split off into a separate thread.

This is a very common misconception: Java Edition is already running on multiple CPU threads and has had a separate rendering thread for a very long time already! Mojang is not “adding multi-threading”, because that’s always existed: since at least Java Edition 1.3 in 2012 when client and server code were split up.

The currently ongoing changes just improve on the existing rendering engine; I’m not exactly sure about the details myself, and it may or may not involve adding more threads to speed up the rendering pipeline. This doesn’t sound as exciting and flashy, but that’s how it is with most performance improvements – small steps at a time 🙂

Regarding your discussion about the Extreme Sound Muffler mod: Its ability to muffle sounds only in a specific area sounds very interesting (pun intended). That made me wonder: You get immersed in the game much more if you don’t have to go into a UI to tweak your game’s sounds. What if there is a block that muffles sounds nearby?

There happens to be a sound-related set of blocks in the game already as well: Sculk! Sculk sensors, shriekers, and wardens, all can hear and process sounds. I’m imagining a block made of sculk that “swallows” any sounds in its vicinity. Perhaps its crafting recipe could be another use for the echo shard!

Violine1101 was muffled to death by a silently screaming Warden.

FROM: Mungo
SUBJECT: Mini Map Musings

Hi guys,

Listening to your discussion a few weeks ago about maps, I had a few thoughts about how to implement a mini-map in vanilla. I’d much prefer to use an in-game solution rather than mods, but end up just using coordinates because it’s easier and less intrusive than in-game maps. 

So what about a new slot in the inventory for a map? It could go next to the shield slot, and if you put a map in there it could appear as a mini map, maybe where the F3 information is already, or anywhere really. If it was in a bottom corner it would almost be like you’ve strapped the map to your arm, which would help with the immersion of having a map always on screen.

In the mini-map, you would always be in the center, and if you went off the edge of the minimap in the corner it could just go grey, and disappear after a while. If you lose yourself completely, there’s no reason a map in your hand wouldn’t work the same as they do now, so you could look at the map in your hand to get your orientation, then once you are close, you get your minimap back. 

Any other options like increasing the zoom or the position of the map on screen could be in the options menu, so there’s no worries about extra key binds for console editions or anything. 

What do you guys think? 

Mungo fell into the void after walking off the edge of the map.

Thanks to our top patrons!

Content Engineers

Cynebeald

Hunter555

Jumbosale

MindTripMedia

That Penguin Dood

Ore Producers

ArchaeoPlays

Fire_Dragon_19

Loewe88

Sarunint

Community Miners

Alexander

Banchor

Brad S.

Brock

Donoraffe

Dosage

Gingerlily

Ikea Sub

Impact

Jeffrothian

KraftDragon

LuckyLittleUnicorn

Nerdpants_McGee

OhDoctor

Protius

RandomGuest

Rocktiki

Saphiraugen

Scotsman

Shakespeargirl

Sharon_thfg

TheVixen38

UNinja12

Join us on

Digging For More Minecraft Narrative

Spring-boarding off of Gundar’s email, Joel, and Jonny discuss the sandbox player experience of Minecraft, and compare it to other open world survival games like Valheim, and Enshrouded, which have more narrative structure.

FROM: GundarHStriker
MEMBER: Landscape Artist
SUBJECT: A Little Story Goes A Long Way

Hey Joel, and Jonny!

I’ve recently begun a play through of Valheim, an exploration-driven survival video game with a Norse mythology background; perhaps you are familiar with it!

During my early hours, I spent a lot of time comparing it to Minecraft; on the one hand, the building is very limited. Various materials have more or less support strength, which means you can’t build very tall without lots of workarounds, and gravity is a real thing that prevents you from building from the top, down.

On the other hand, there are a lot of inscriptions across the generated world with various hints to the lore behind the game, as well as pointers to what you should be doing next to progress the tech tree. I liked this because I did not consult the wiki, and or Youtube. My friend, and I consulted each other instead, and shared things that we found in order to progress.

Whether speculative thoughts on changes to vanilla Minecraft, or suggestions on worlds someone can download to play in Adventure mode, I would love to hear your thoughts on things that would help someone (me) seeking a more narrative driven experience in Minecraft. (I still like spending 3 hours to design a 3×3 wall sometimes 🙂 )

Gundar was slain by Deathsquito.