I've noticed the passive mob spawning with only one of my worlds is off. Passive mobs only spawn once when the chunk loads and never respawn. It's only for that world because I created another world, killed every entity using the '/kill @e' command, and passive mobs started spawning after a few minutes.
I opened up a copy of my survival world in LAN so I could use commands, killed every entity using the same command, and waited two full in-game days. Aquatic(Squids, fish) animals spawned as normal. Cows, horses, sheep, chicken, pigs, and horses did not spawn. I even went into survival in another copy of my world and killed every mob in the plains biome I was in by hand. Still, nothing after 2 days. I'm in a plains biome, so animals should've been able to spawn. The only mod I use is Optifine.
Edit: The seed is -3437904521334260286 since I booted up a 're-created' world with the same seed, and the animals still wouldn't spawn.
I found only one cow for a few hundred blocks, I cannot find any pigs for a thousand blocks all around, and there are no horses for a few thousand blocks to my knowledge. I found a few sheep and a few chickens and managed to breed the sheep, but other passive mobs are rare. I don't think this is because of the mob cap because I killed every mob using the '/kill @e' command, and they still failed to spawn. I also want animals to spawn naturally as intended, though.
But where are they spawning? I tried teleporting every passive mob to me to check if they spawned, and the game couldn't find any. This is after I killed every entity with commands and waited a few in-game days. Multiple animals spawned in one of my worlds and none of them in my survival world.
In a survival world scenario, you can generate passive mobs in the following ways:
1)generating new chunks. While I don't think it's as clear-cut as this, it works out in the final numbers that roughly 10% of all chunks generated will spawn mobs in them and they can generate in groups of up to like 4. Spawn chunks, which are always loaded, span a square that is 17 chunks on a side (the chunk you're standing in plus 8 chunks in the negative direction and 8 chunks in the positive direction). I believe that comes out to 284 chunks, and if 10% of those have mobs all at 4 per chunk then just by plopping down into a world for the first time (without moving in any way) then we've got close to 90 mobs already. This method does not check the mob cap.
2)player-driven processes. Breeding, commands if you have cheats enabled (using commands is not considered a normal feature of survival), or spawn eggs if you were given those (spawn eggs are not considered a normal feature of survival). This method does not check the mob cap.
3)cyclic respawn (aka natural spawning). Just like with hostile mobs, every loaded chunk gets a spawn attempt that is then checked for validity. There is a timeframe involved, which for passive mobs is 20 seconds (400 gameticks, each gametick is 1/20th of a second.) There is a more restrictive condition set, as well: light level must be 8 or better, in most cases the block must be a grass block (mooshrooms spawn on mycelium and rabbits can also spawn on sand), and as usual there must be enough room to fit the mob, no liquid present, and a player must be within 128 blocks. This method checks the mob cap.
What's the mob cap, you ask? Just 10 mobs per dimension. Here's a numbered list of all the overworld mobs that will count towards the cap:
1)red mooshroom
2)brown mooshroom (only obtained when a red mooshroom gets struck by lightning)
3)horse
4)donkey
5)mule (only obtained by breeding)
6)llama
7)cow
8)sheep
9)pig
10)chicken
11)parrot
12)wolf
13)rabbit
14)fox
15)panda
16)polar bear
17)turtle
A fair few of these mobs are biome-dependant and therefore won't be a factor in most locations, but as you can see just having 1 individual of each type is already nearly double the cyclic mob cap. Having a breedable pair of each means you're closer to four times the cap.
At this point, Mojang might as well just remove cyclic passive mob spawning, because we're never going to be using it outside of niche cases like Skyblock.
Spawn chunks, which are always loaded, span a square that is 17 chunks on a side (the chunk you're standing in plus 8 chunks in the negative direction and 8 chunks in the positive direction).
Mojang apparently increased the size of the spawn chunks in a recent version; they are now 23x23 chunks, and possibly larger:
The so-called "spawn chunks" behavior arises from a start ticket which is created for the world spawn chunk. This ticket has a level of 22 which "propagates," or flows, to neighbouring chunks. Each time the level flows, it increases its level by 1 until the maximum of 44 is reached.
23x23 is mentioned as the outermost bounds of the largest "active" area, while if all chunks up to a "level" of 44 are loaded this means the game could be loading up to 43x43 chunks (this also seems to be supported by the fact that newer versions seem to load far more chunks than expected, for example, this screenshot of 1.6.4 (modified) set to 16 chunks shows 1089 chunks loaded, which is consistent with a loaded area of (16 * 2 + 1)^2 (I disabled spawn chunks but I'd still be within the spawn area), but this screenshot of 1.15.2 at the same settings shows over 5000 chunks loaded, even if they were away from the spawn chunks, which doesn't seem to be the case given their coordinates, no more than 1378 chunks should be loaded, which also suggest that player-loaded chunk area is also much larger than the render distance - no wonder why newer versions use so much more memory and resources!).
The implications of this is that is it far harder to spawnproof the spawn chunks and even the player-loaded chunk area in newer versions, by a factor of more than 3 based on the screenshots shown above; a 5000 chunk area is equivalent to a square 1131 blocks on a side, or more than a full level 3 map, which will easily average more than a thousand passive mobs (5000 chunks * 10% chance of a pack per chunk * 4 mobs per pack = 2000, then allow for less than full packs and chunks with biomes that do not spawn passive mobs and 1000 is likely still below the low-end in most areas). Note that F3 is NOT a reliable way to count entities as it only counts entities that the server sends to the client, which is within only 80 blocks for most entities, including mobs. you can also see this in my screenshot, which shows a client-side "E:" number of 113 but the server-side mob counts totals 366, including 271 passive mobs.
What's the mob cap, you ask? Just 10 mobs per dimension. Here's a numbered list of all the overworld mobs that will count towards the cap:
You missed ocelots, which are on the spawn list for hostile mobs but are passive; because of this, I've seen upwards of 300+ spawn in jungles (most of the 343 entities would be ocelots, consistent with the number seen running around) after I've explored the area (lighting up all caves), with only 5-10 hostile mobs able to spawn in the few remaining dark areas. I haven't seen any information on the Wiki as to whether they have their own mob cap, similar to what I implemented (I count them separately from other passive mobs with a limit of 25). The Wiki also mentions changes in 1.16 so their information appears to be current.
I've noticed the passive mob spawning with only one of my worlds is off. Passive mobs only spawn once when the chunk loads and never respawn. It's only for that world because I created another world, killed every entity using the '/kill @e' command, and passive mobs started spawning after a few minutes.
I opened up a copy of my survival world in LAN so I could use commands, killed every entity using the same command, and waited two full in-game days. Aquatic(Squids, fish) animals spawned as normal. Cows, horses, sheep, chicken, pigs, and horses did not spawn. I even went into survival in another copy of my world and killed every mob in the plains biome I was in by hand. Still, nothing after 2 days. I'm in a plains biome, so animals should've been able to spawn. The only mod I use is Optifine.
Edit: The seed is -3437904521334260286 since I booted up a 're-created' world with the same seed, and the animals still wouldn't spawn.
Lure animals in with food or leads and just breed them.
I found only one cow for a few hundred blocks, I cannot find any pigs for a thousand blocks all around, and there are no horses for a few thousand blocks to my knowledge. I found a few sheep and a few chickens and managed to breed the sheep, but other passive mobs are rare. I don't think this is because of the mob cap because I killed every mob using the '/kill @e' command, and they still failed to spawn. I also want animals to spawn naturally as intended, though.
There's nothing that suggests that they aren't spawning naturally though?
Grimallq has a perfect paste.ee for you to read before you post in the Modified Client Support:Read This
But where are they spawning? I tried teleporting every passive mob to me to check if they spawned, and the game couldn't find any. This is after I killed every entity with commands and waited a few in-game days. Multiple animals spawned in one of my worlds and none of them in my survival world.
In a survival world scenario, you can generate passive mobs in the following ways:
1)generating new chunks. While I don't think it's as clear-cut as this, it works out in the final numbers that roughly 10% of all chunks generated will spawn mobs in them and they can generate in groups of up to like 4. Spawn chunks, which are always loaded, span a square that is 17 chunks on a side (the chunk you're standing in plus 8 chunks in the negative direction and 8 chunks in the positive direction). I believe that comes out to 284 chunks, and if 10% of those have mobs all at 4 per chunk then just by plopping down into a world for the first time (without moving in any way) then we've got close to 90 mobs already. This method does not check the mob cap.
2)player-driven processes. Breeding, commands if you have cheats enabled (using commands is not considered a normal feature of survival), or spawn eggs if you were given those (spawn eggs are not considered a normal feature of survival). This method does not check the mob cap.
3)cyclic respawn (aka natural spawning). Just like with hostile mobs, every loaded chunk gets a spawn attempt that is then checked for validity. There is a timeframe involved, which for passive mobs is 20 seconds (400 gameticks, each gametick is 1/20th of a second.) There is a more restrictive condition set, as well: light level must be 8 or better, in most cases the block must be a grass block (mooshrooms spawn on mycelium and rabbits can also spawn on sand), and as usual there must be enough room to fit the mob, no liquid present, and a player must be within 128 blocks. This method checks the mob cap.
What's the mob cap, you ask? Just 10 mobs per dimension. Here's a numbered list of all the overworld mobs that will count towards the cap:
1)red mooshroom
2)brown mooshroom (only obtained when a red mooshroom gets struck by lightning)
3)horse
4)donkey
5)mule (only obtained by breeding)
6)llama
7)cow
8)sheep
9)pig
10)chicken
11)parrot
12)wolf
13)rabbit
14)fox
15)panda
16)polar bear
17)turtle
A fair few of these mobs are biome-dependant and therefore won't be a factor in most locations, but as you can see just having 1 individual of each type is already nearly double the cyclic mob cap. Having a breedable pair of each means you're closer to four times the cap.
At this point, Mojang might as well just remove cyclic passive mob spawning, because we're never going to be using it outside of niche cases like Skyblock.
Mojang apparently increased the size of the spawn chunks in a recent version; they are now 23x23 chunks, and possibly larger:
23x23 is mentioned as the outermost bounds of the largest "active" area, while if all chunks up to a "level" of 44 are loaded this means the game could be loading up to 43x43 chunks (this also seems to be supported by the fact that newer versions seem to load far more chunks than expected, for example, this screenshot of 1.6.4 (modified) set to 16 chunks shows 1089 chunks loaded, which is consistent with a loaded area of (16 * 2 + 1)^2 (I disabled spawn chunks but I'd still be within the spawn area), but this screenshot of 1.15.2 at the same settings shows over 5000 chunks loaded, even if they were away from the spawn chunks, which doesn't seem to be the case given their coordinates, no more than 1378 chunks should be loaded, which also suggest that player-loaded chunk area is also much larger than the render distance - no wonder why newer versions use so much more memory and resources!).
The implications of this is that is it far harder to spawnproof the spawn chunks and even the player-loaded chunk area in newer versions, by a factor of more than 3 based on the screenshots shown above; a 5000 chunk area is equivalent to a square 1131 blocks on a side, or more than a full level 3 map, which will easily average more than a thousand passive mobs (5000 chunks * 10% chance of a pack per chunk * 4 mobs per pack = 2000, then allow for less than full packs and chunks with biomes that do not spawn passive mobs and 1000 is likely still below the low-end in most areas). Note that F3 is NOT a reliable way to count entities as it only counts entities that the server sends to the client, which is within only 80 blocks for most entities, including mobs. you can also see this in my screenshot, which shows a client-side "E:" number of 113 but the server-side mob counts totals 366, including 271 passive mobs.
You missed ocelots, which are on the spawn list for hostile mobs but are passive; because of this, I've seen upwards of 300+ spawn in jungles (most of the 343 entities would be ocelots, consistent with the number seen running around) after I've explored the area (lighting up all caves), with only 5-10 hostile mobs able to spawn in the few remaining dark areas. I haven't seen any information on the Wiki as to whether they have their own mob cap, similar to what I implemented (I count them separately from other passive mobs with a limit of 25). The Wiki also mentions changes in 1.16 so their information appears to be current.
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?