Hello! This is my first forum question, so if there is anything I've missed or if my question has been answered elsewhere, please link it and I'll go take a read. Here we go.
So, I play Minecraft on what I believe is Bedrock Edition (it's not Xbox Edition, but I had to download a new game simply called "Minecraft" from the Xbox Live Store), and I can't find a clear answer in regards to how the spawning of passive mobs affects the spawning of hostile mobs, if there is any such affect. That being said, in my and buddy's Realm, we have an automatic chicken cooker with upwards of 50 chickens in it laying eggs and a slime spawner (built in a slime chunk, every block in the chunk dug out down to layer 5, but replaced to layer 6 to cover bedrock, and every cave lit up to the best of my knowledge, although I'll be going through once more to be sure, and I've seen one, singular slime), in chunks located directly diagonal of eachother.
Question 1: With there being no player spawned passive mob cap, can I have so many passive mobs spawned in one location that it affects the hostile mob spawn rates?
Question 2: Can I have so many chickens spawned that the world can't generate more passive mobs in a reasonable area around the player spawn (which is where we've built everything)?
In regards to the slime farm, yes, I am more than 24 blocks away (vertically, when I'm feeling impatient, and horizontally, when I'm getting other work done).
We do not have any other farms and all spawners have been lit up and cleared, but we still have to light the surface area.
World seed is: 948805500 on Realms on XboxOne
Spawn is roughly near 2056, 56
Slime chunk that I found (if memory serves) from corner to corner is about 2048, 48 to 2032, 32
I don't have all of your answers, but I am pretty sure the number of passive mobs spawned do not affect new passive mobs spawning. I have close to 100 passive mobs between different animals all next to each other, and frequently see passive mobs in or around my base. That being said I know they won't keep aggressive mobs from spawning, but I don't believe they affect the spawn rate.
I also have a realm with 10 friends playing. We dug out a huge crater to around 5 elevation. It was in a ravine. The dug out area is a huge square about 3 chunks by 3 chunks as I really like slime. Anyway the illuminated slime spawn area does not spawn any slimes. I have tried everything I can think of and they will not spawn. I tried camping them in a huge swamp also with no luck. I have also noticed that mobs just don't spawn as rapidly as they do in the Java version (I have both). Even on hard the maobs are hard to find. It seems like the mobs are only primarily there only whenwhen area is spawned. I would love help or advice.
There are some serious issues with how hostile mob spawning works within the bedrock edition.
The first issue is that hostile mobs (from here on out just referred to as mobs) actually have 2 different spawns now, cave spawns, and surface spawns. This splits our mob cap in 2.
Next we have an issue where if you place a layer of transparent blocks covering the chunk then no hostile mobs can spawn within that chunk, regardless of how many spawn spaces are available within that chunk. This means you can't put a half-slab or glass roof over your farms, thus you stop mobs from spawning within the farm.
Next we have hostile mobs unable to despawn UNLESS the light level is 7 or higher.
Next we have mob density. We all know that the game will attempt to spawn mobs, starting 24 blocks away from where we are standing, up to 5 chunks away in all directions, however mob density checks take place, which looks an additional 6 chunks in all directions from where the mob wants to spawn, so if it does try to spawn at the border of the 5 chunks away, density checks looking an additional 6 chunks, we have a total range check of 11 chunks taking place here.
Finally mobs actually save to the chunk when the player walks more then 5 chunks from them.
When you couple all of the above you see just how messed up this system is. I'm not sure what the devs where thinking when they created these rules but they totally broke the game. Many people just find the game no fun anymore. IMHO they should go back to java versions in that its a Keep It simple. The only rules I think it should use is that mobs can spawn from 24 blocks to 5 or 6 chunks away and will despawn instantly if they are any further away.
In as much research as I could do yesterday, that basically confirms everything that I believed. The only thing I could imagine that could "fix" this, within the player's control, is to light up everything within 11 chunks (above and below ground) around whatever spawner you attempt to make, be it slime or something else hostile.
I hope they adjust the spawning mechanics soon...my buddy and I were really excited when we actually decided to get a realm, but it feels like we're playing on peaceful. I guess we can just dupe our first slimeball until they start fixing mob spawns....
Lily, mob spawn rates, or the things it looks at to spawn mobs is definitely different. I tried copying a sky mob farm i saw on java, in a super flat world, and could hardly get any spawns. I think mojang knows a lot of things in java should be changed to make the game more challenging, but they know they would get crucified by all the hardcore dedicated java players, that they can't change certain mechanics... but they have implemented those changes in bedrock (no sweeping edge enchantment, can't hold food in off hand, no shield, different redstone mechanics, changed spawn rates , worse villager trafing, etc etc etc)
Also, difficulty does not affect spawn rate, only attack strength of mobs
Great info there cire, so that is the mechanics behind why vertical mob farms don't really work in bedrock I guess. As ugly as it would be, I wonder if there is a good design for a horizontally laid out mob farm. You I guess would cyphon them to a center horizontal line with water, then use another water stream to further condense them to 1 point and drop them.
With the major differences in game mechanics and play, it would be nice to see some bedrock based YouTubers emerge.
Well much of the community is up in roar over these new mechanics, which more or less break the game. Over half the mob count on most people games will be locked up in caves somewhere, leaving a few mobs that can spawn on the surface, provided there is somewhere for them to spawn on the surface.
My guess is that in due time, more and more people will become angry and force them to recode the spawn mechanics, they are after all a load of crap, and as I mentioned above, I'm not entirely sure what they were thinking when they implemented it, just looking at the mechanic rules and your left scratching your head.
When the bedrock engine was first shown to xbox they promised that there would only be a few minor changes to how minecraft worked, and so far I've seen a hell of a lot of rather huge changes to the game, somewhere along the lines we were lied to. I can live without quasi, in respects to redstone, but these mob mechanics blow chunks.
Hello! This is my first forum question, so if there is anything I've missed or if my question has been answered elsewhere, please link it and I'll go take a read. Here we go.
So, I play Minecraft on what I believe is Bedrock Edition (it's not Xbox Edition, but I had to download a new game simply called "Minecraft" from the Xbox Live Store), and I can't find a clear answer in regards to how the spawning of passive mobs affects the spawning of hostile mobs, if there is any such affect. That being said, in my and buddy's Realm, we have an automatic chicken cooker with upwards of 50 chickens in it laying eggs and a slime spawner (built in a slime chunk, every block in the chunk dug out down to layer 5, but replaced to layer 6 to cover bedrock, and every cave lit up to the best of my knowledge, although I'll be going through once more to be sure, and I've seen one, singular slime), in chunks located directly diagonal of eachother.
Question 1: With there being no player spawned passive mob cap, can I have so many passive mobs spawned in one location that it affects the hostile mob spawn rates?
Question 2: Can I have so many chickens spawned that the world can't generate more passive mobs in a reasonable area around the player spawn (which is where we've built everything)?
In regards to the slime farm, yes, I am more than 24 blocks away (vertically, when I'm feeling impatient, and horizontally, when I'm getting other work done).
We do not have any other farms and all spawners have been lit up and cleared, but we still have to light the surface area.
World seed is: 948805500 on Realms on XboxOne
Spawn is roughly near 2056, 56
Slime chunk that I found (if memory serves) from corner to corner is about 2048, 48 to 2032, 32
I don't have all of your answers, but I am pretty sure the number of passive mobs spawned do not affect new passive mobs spawning. I have close to 100 passive mobs between different animals all next to each other, and frequently see passive mobs in or around my base. That being said I know they won't keep aggressive mobs from spawning, but I don't believe they affect the spawn rate.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
I also have a realm with 10 friends playing. We dug out a huge crater to around 5 elevation. It was in a ravine. The dug out area is a huge square about 3 chunks by 3 chunks as I really like slime. Anyway the illuminated slime spawn area does not spawn any slimes. I have tried everything I can think of and they will not spawn. I tried camping them in a huge swamp also with no luck. I have also noticed that mobs just don't spawn as rapidly as they do in the Java version (I have both). Even on hard the maobs are hard to find. It seems like the mobs are only primarily there only whenwhen area is spawned. I would love help or advice.
There are some serious issues with how hostile mob spawning works within the bedrock edition.
The first issue is that hostile mobs (from here on out just referred to as mobs) actually have 2 different spawns now, cave spawns, and surface spawns. This splits our mob cap in 2.
Next we have an issue where if you place a layer of transparent blocks covering the chunk then no hostile mobs can spawn within that chunk, regardless of how many spawn spaces are available within that chunk. This means you can't put a half-slab or glass roof over your farms, thus you stop mobs from spawning within the farm.
Next we have hostile mobs unable to despawn UNLESS the light level is 7 or higher.
Next we have mob density. We all know that the game will attempt to spawn mobs, starting 24 blocks away from where we are standing, up to 5 chunks away in all directions, however mob density checks take place, which looks an additional 6 chunks in all directions from where the mob wants to spawn, so if it does try to spawn at the border of the 5 chunks away, density checks looking an additional 6 chunks, we have a total range check of 11 chunks taking place here.
Finally mobs actually save to the chunk when the player walks more then 5 chunks from them.
When you couple all of the above you see just how messed up this system is. I'm not sure what the devs where thinking when they created these rules but they totally broke the game. Many people just find the game no fun anymore. IMHO they should go back to java versions in that its a Keep It simple. The only rules I think it should use is that mobs can spawn from 24 blocks to 5 or 6 chunks away and will despawn instantly if they are any further away.
In as much research as I could do yesterday, that basically confirms everything that I believed. The only thing I could imagine that could "fix" this, within the player's control, is to light up everything within 11 chunks (above and below ground) around whatever spawner you attempt to make, be it slime or something else hostile.
I hope they adjust the spawning mechanics soon...my buddy and I were really excited when we actually decided to get a realm, but it feels like we're playing on peaceful. I guess we can just dupe our first slimeball until they start fixing mob spawns....
Lily, mob spawn rates, or the things it looks at to spawn mobs is definitely different. I tried copying a sky mob farm i saw on java, in a super flat world, and could hardly get any spawns. I think mojang knows a lot of things in java should be changed to make the game more challenging, but they know they would get crucified by all the hardcore dedicated java players, that they can't change certain mechanics... but they have implemented those changes in bedrock (no sweeping edge enchantment, can't hold food in off hand, no shield, different redstone mechanics, changed spawn rates , worse villager trafing, etc etc etc)
Also, difficulty does not affect spawn rate, only attack strength of mobs
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Great info there cire, so that is the mechanics behind why vertical mob farms don't really work in bedrock I guess. As ugly as it would be, I wonder if there is a good design for a horizontally laid out mob farm. You I guess would cyphon them to a center horizontal line with water, then use another water stream to further condense them to 1 point and drop them.
With the major differences in game mechanics and play, it would be nice to see some bedrock based YouTubers emerge.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Well much of the community is up in roar over these new mechanics, which more or less break the game. Over half the mob count on most people games will be locked up in caves somewhere, leaving a few mobs that can spawn on the surface, provided there is somewhere for them to spawn on the surface.
My guess is that in due time, more and more people will become angry and force them to recode the spawn mechanics, they are after all a load of crap, and as I mentioned above, I'm not entirely sure what they were thinking when they implemented it, just looking at the mechanic rules and your left scratching your head.
When the bedrock engine was first shown to xbox they promised that there would only be a few minor changes to how minecraft worked, and so far I've seen a hell of a lot of rather huge changes to the game, somewhere along the lines we were lied to. I can live without quasi, in respects to redstone, but these mob mechanics blow chunks.