An Ocelot found its way into my house when I was building it and I have the part where its at walled off. I don't want to tame it because I don't like the normal cats. They're noisy and annoying. I love the Ocelots though. So if I build a tunnel and chase it into a cage. Will it stay?
I was thinking like a 4x6 area in a wall with glass panes or iron bars in front so I could see it. Kinda like a zoo area..
Its still in the walled off portion of my house. So I think it'll stay there forever. But I haven't gone more than 20 blocks from it. Dunno if going away a large distance will make it despawn or anything.
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I'm usually not trying to be rude. So if a post comes across that way then sorry :]
Apparently Ocelots can jump through gaps if they're two blocks high then. My brother wanted to see it so I went to show him. And it was roaming around. And since my house isn't finished I ended up scaring it away. I'll manage to lure one in later with fish I guess.
I'll probably lure one to me, then make it fall in a water stream to carry it to where I want it. Maybe.
I disagree. I think Ocelots will despawn like squid unless they are name tagged or tamed into cats. They can spawn at random in the jungle after its generated, so if they never despawned, the jungles would be full of them eventually. Which is not the case IME.
Edit: How did I manage to post this? I thought this thread was current!?
"If you fail to tame an ocelot, it will still show heart particles. They will still go into breeding mode, and if there are two such ocelots in the area they will spawn a baby"
YES DISREGARD what others are saying. In the game ocelots are technically hostile mobs. They will despawn! Tango discusses it earlier on in this video
I just want to point out that this is incorrect; the only relationship they have to hostile mobs is the fact that they are included in the spawn list for hostile mobs - otherwise, they are entirely passive within the code (extend the same entity classes as other tamable mobs and animals; they even count as passive mobs in the mob cap so in theory an infinite number can spawn). Here is a comparison of the class hierarchy for ocelots, pigs, and zombies; you can see that zombies are on an entirely separate branch and ocelots are animals that you can tame and own:
public abstract class EntityCreature extends EntityLiving
public abstract class EntityAgeable extends EntityCreature
public abstract class EntityAnimal extends EntityAgeable implements IAnimals
public class EntityPig extends EntityAnimal
public abstract class EntityTameable extends EntityAnimal implements EntityOwnable
public class EntityOcelot extends EntityTameable
public abstract class EntityMob extends EntityCreature implements IMob
public class EntityZombie extends EntityMob
The behavior of a mob, including de(spawning) is likewise not directly related to whether it is hostile or passive (other than that instances of "EntityAnimal" spawn on grass in light levels of 9 or higher and do not despawn by default while instances of "EntityMob" spawn in light levels of 7 or less and despawn by default). There is also no such thing as a "neutral" mob within the code; the WIki just made that up to classify mobs which only attack the player when provoked and they are either "animals" or "mobs"; for example, "EntityEnderman" extends "EntityMob" just as zombies do.
TMC.... Could you possibly re-confirm? I've been under the impression for some time, from a source my memory only identifies as 'likely legit info', similar to how I store details from your own posts... that the Ocelot 'spawning' is based on the hostile mob cap (won't spawn if the hostile mob cap is filled). Granted, the OP is inquiring on despawn; but your above statement implies they spawn by the EntityAnimal rules; which to my understanding, they don't.
Case in point: If you condition a jungle such that there are 0 places for a hostile mob to spawn, and have 'well' above the cap number of passive animals loaded in the world, but no hostile mobs, the Ocelots 'will' spawn in the conditioned area (on valid blocks, that is). I spent 4 months conditioning our Ocelot Sanctuary, and there's no shortage of ocelots, more than the animal mob cap permits.
TMC.... Could you possibly re-confirm? I've been under the impression for some time, from a source my memory only identifies as 'likely legit info', similar to how I store details from your own posts... that the Ocelot 'spawning' is based on the hostile mob cap (won't spawn if the hostile mob cap is filled). Granted, the OP is inquiring on despawn; but your above statement implies they spawn by the EntityAnimal rules; which to my understanding, they don't.
Case in point: If you condition a jungle such that there are 0 places for a hostile mob to spawn, and have 'well' above the cap number of passive animals loaded in the world, but no hostile mobs, the Ocelots 'will' spawn in the conditioned area (on valid blocks, that is). I spent 4 months conditioning our Ocelot Sanctuary, and there's no shortage of ocelots, more than the animal mob cap permits.
No, as I mentioned, they are included in the spawn list for hostile mobs, which is controlled by the hostile mob cap, but are considered to be passive mobs within the code and count towards the passive mob cap, which is why I mentioned that an infinite number could spawn given the right conditions (in jungles where I've explored all the caves the entity count often reaches 300-400 (200-300 higher than usual) during the day due to so many ocelots spawning; fortunately, they usually despawn but it is possible to funnel them into a room within 32 blocks of the player and accumulate them indefinitely (or until they start to suffocate themselves in more recent versions).
Well, I'm not the expert here. This is probably something to bring up to Ilmango or Gnembon since they go through code. To be fair so do you (appearantly) and Tangotek but who knows.
I was thinking like a 4x6 area in a wall with glass panes or iron bars in front so I could see it. Kinda like a zoo area..
Its still in the walled off portion of my house. So I think it'll stay there forever. But I haven't gone more than 20 blocks from it. Dunno if going away a large distance will make it despawn or anything.
I'll probably lure one to me, then make it fall in a water stream to carry it to where I want it. Maybe.
Edit: Thanks for all the answers :]
I disagree. I think Ocelots will despawn like squid unless they are name tagged or tamed into cats. They can spawn at random in the jungle after its generated, so if they never despawned, the jungles would be full of them eventually. Which is not the case IME.
Edit: How did I manage to post this? I thought this thread was current!?
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Yeah, pretty sure ocelots despawn, just like untamed wolves. Nametag them and they won't.
YES DISREGARD what others are saying. In the game ocelots are technically hostile mobs. They will despawn! Tango discusses it earlier on in this video
Hi!
Is it possible to breed ocelots (named) without being tamed?
Per the wiki, yes. They don't need to be named.
"If you fail to tame an ocelot, it will still show heart particles. They will still go into breeding mode, and if there are two such ocelots in the area they will spawn a baby"
https://minecraft.gamepedia.com/Ocelot#Taming
There does not, however, appear to be any way to feed ocelots without the possibility of taming...
I just want to point out that this is incorrect; the only relationship they have to hostile mobs is the fact that they are included in the spawn list for hostile mobs - otherwise, they are entirely passive within the code (extend the same entity classes as other tamable mobs and animals; they even count as passive mobs in the mob cap so in theory an infinite number can spawn). Here is a comparison of the class hierarchy for ocelots, pigs, and zombies; you can see that zombies are on an entirely separate branch and ocelots are animals that you can tame and own:
The behavior of a mob, including de(spawning) is likewise not directly related to whether it is hostile or passive (other than that instances of "EntityAnimal" spawn on grass in light levels of 9 or higher and do not despawn by default while instances of "EntityMob" spawn in light levels of 7 or less and despawn by default). There is also no such thing as a "neutral" mob within the code; the WIki just made that up to classify mobs which only attack the player when provoked and they are either "animals" or "mobs"; for example, "EntityEnderman" extends "EntityMob" just as zombies do.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
TMC.... Could you possibly re-confirm? I've been under the impression for some time, from a source my memory only identifies as 'likely legit info', similar to how I store details from your own posts... that the Ocelot 'spawning' is based on the hostile mob cap (won't spawn if the hostile mob cap is filled). Granted, the OP is inquiring on despawn; but your above statement implies they spawn by the EntityAnimal rules; which to my understanding, they don't.
Case in point: If you condition a jungle such that there are 0 places for a hostile mob to spawn, and have 'well' above the cap number of passive animals loaded in the world, but no hostile mobs, the Ocelots 'will' spawn in the conditioned area (on valid blocks, that is). I spent 4 months conditioning our Ocelot Sanctuary, and there's no shortage of ocelots, more than the animal mob cap permits.
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No, as I mentioned, they are included in the spawn list for hostile mobs, which is controlled by the hostile mob cap, but are considered to be passive mobs within the code and count towards the passive mob cap, which is why I mentioned that an infinite number could spawn given the right conditions (in jungles where I've explored all the caves the entity count often reaches 300-400 (200-300 higher than usual) during the day due to so many ocelots spawning; fortunately, they usually despawn but it is possible to funnel them into a room within 32 blocks of the player and accumulate them indefinitely (or until they start to suffocate themselves in more recent versions).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Well, I'm not the expert here. This is probably something to bring up to Ilmango or Gnembon since they go through code. To be fair so do you (appearantly) and Tangotek but who knows.
Give it a name tag to stop it from despawning, just incase.
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