Yikes. I've already started fencing in(with fence+a few blocks deep hole in the ground) small groups of animals so they will be alive when 1.9 gets here. If the update doesn't just cause all the animals to despawn/respawn.
In my server I can NOT find chickens. it's driving me absolutely insane. If someone told me our server had a bug that prevented chickens from spawning, I'd believe them! :laugh.gif: I'll keep searching, but dang! Chickens are the best mob right now as far as reliable meat resource!
Yikes. I've already started fencing in(with fence+a few blocks deep hole in the ground) small groups of animals so they will be alive when 1.9 gets here. If the update doesn't just cause all the animals to despawn/respawn.
In my server I can NOT find chickens. it's driving me absolutely insane. If someone told me our server had a bug that prevented chickens from spawning, I'd believe them! :laugh.gif: I'll keep searching, but dang! Chickens are the best mob right now as far as reliable meat resource!
Sometimes you find a crapload, sometimes you find none. It does get quite annoying.
Converted worlds from 1.7 to 1.8 seem to have different spawning properties. Most of the worlds that have the glitch where hundreds of a single animal spawn is from a converted world. It needs to be tested, but I haven't the time right now.
You've done quite a lot in the past week, so I don't think anyone can blame you for not having time.
Go do life stuff, and thanks for your hard work. :smile.gif:
Yeah, i'd just like to say, NICE WORK! This is really thorough testing, and I love that you guys were able to get your hands on some hard code.
While I disagree with the path they've taken (releasing several half-elements of whole systems, instead of half of the whole-systems), (ie: new spawning without breeding, exp without something to spend it on, towns without npcs, strongholds without bosses, world generation without some biomes... ect. INSTEAD of maybe half of those features, done in full) i get that they have released this way because they are still excited about what they do (which is GREAT). However, without people like you, we wouldn't be able to enjoy our new gaming experience near as much, so kudos!
So why the tower? It doesn't seem like it would help so much, if the algorithm searches for spawnable spaces within the chunk; you've provided a buttload of them, but isn't it better to have more chunks with spawnable areas than more spawnable area within a chunk?
So why the tower? It doesn't seem like it would help so much, if the algorithm searches for spawnable spaces within the chunk; you've provided a buttload of them, but isn't it better to have more chunks with spawnable areas than more spawnable area within a chunk?
At most, 81 chunks are loading at one time. That is 81 different areas to spawn. However, if 9 of those chunks are created to give more spawning areas:
128 (Layer Levels in One Chunk) / 3 (Every 3 layers a platform of grass) = 42 (42.66 but you can't have .6 of a layer).
42 (Amount of spawnable areas per crafted chunk) x 9 (Amount of chunks crafted) = 378 (Spawnable areas in those 9 chunks)
So you can either have 81 spawnable areas (81 chunks), or you can have 378 spawnable areas (only 9 chunks). See how it makes a huge difference? Not to mention that the tests prove (My 9 original tests versus the last 2 tower tests) that making a tower from crafted chunks is the best way to get animals to spawn, and in my tested opinion, the only way.
Have you checked if untamed wolves can despawn? By looking into the code, I get the feeling that they do as they still have the code in place that made them persistent before, but only when tamed. If I'm right, this should overwrite the newer code that's most likely supposed to make all animals persistent.
public abstract class EntityAnimal extends EntityCreature
{
...
protected boolean canDespawn()
{
return false;
}
...
}
public class EntityWolf extends EntityAnimal
{
...
protected boolean canDespawn()
{
return !isWolfTamed();
}
...
}
Have you checked if untamed wolves can despawn? By looking into the code, I get the feeling that they do as they still have the code in place that made them persistent before, but only when tamed. If I'm right, this should overwrite the newer code that's most likely supposed to make all animals persistent.
public abstract class EntityAnimal extends EntityCreature
{
...
protected boolean canDespawn()
{
return false;
}
...
}
public class EntityWolf extends EntityAnimal
{
...
protected boolean canDespawn()
{
return !isWolfTamed();
}
...
}
I have done no research on wolves, but you're pointing out an amazing point. I'm going to test this right now, and add it to the update in a couple hours. Credits to you for the code!
EDIT: You're right! Untamed wolves are not persistent! This is great information, and I will be sure to add this very soon.
Have you checked if untamed wolves can despawn? By looking into the code, I get the feeling that they do as they still have the code in place that made them persistent before, but only when tamed. If I'm right, this should overwrite the newer code that's most likely supposed to make all animals persistent.
public abstract class EntityAnimal extends EntityCreature
{
...
protected boolean canDespawn()
{
return false;
}
...
}
public class EntityWolf extends EntityAnimal
{
...
protected boolean canDespawn()
{
return !isWolfTamed();
}
...
}
Yeah, I noticed that. They can despawn, no doubt, which is why you never see any in 1.8. The original ones disappear and you are 400 times less likely to see new ones.
I imagine your best chance of seeing one is in newly generated chunks, where they will appear about as often as they did before. But you have to get within 32 blocks of them before they despawn since they ain't coming back. So, when you find a new forest or taiga biome, run through it as fast as you can. This might be easier with a smaller render distance because chunks will generate closer to you, but I'm not entirely clear on how that works.
Yeah. Because their spawn chance is only in two biomes, and the highest percent being 16.66%, and since spawning is 400 times slower, you basically will have a horribly difficult time getting wolves. Can't wait to do the full math though.
Thread updated with newer information on different animal spawning behaviors. In unrelated news, we're actually only 6 +'s away from getting a "Popular" thread, I find that cool ;P
There have been a few summaries.. Generally, they don't respawn. They CAN under ridiculously rare circumstances, so it's not gonna happen in the game. If you want animals you'll need to go find more and bring them back or set up farms where they are, and save a couple for when breeding comes in 1.9!
If you ever find eggs, SAVE THEM! They are the only things that can 'reproduce' right now
There have been a few summaries.. Generally, they don't respawn. They CAN under ridiculously rare circumstances, so it's not gonna happen in the game. If you want animals you'll need to go find more and bring them back or set up farms where they are, and save a couple for when breeding comes in 1.9!
If you ever find eggs, SAVE THEM! They are the only things that can 'reproduce' right now
I think the best summary is simply that animals respawn in the same way they always have, but 400 times slower, and still subject to caps (16 in single player). So, if you kill off enough in an area that they are below the cap then they will eventually respawn, but they will never go above the cap again.
Great testing. So you mention that animals will respawn in only a perfectly sculpted chunk which is rare. What exactly would this chunk be? Forest/taiga chunk that is under the animal cap? Also for wool, if I understand correctly we're basically screwed, besides string, because at the moment sheep never regrow their wool?
I guess I'm still a little confused because it seems from what people have found, animals CAN respawn. However realistically and practically they won't because the conditions needed are ridiculous?
In my server I can NOT find chickens. it's driving me absolutely insane. If someone told me our server had a bug that prevented chickens from spawning, I'd believe them! :laugh.gif: I'll keep searching, but dang! Chickens are the best mob right now as far as reliable meat resource!
Sometimes you find a crapload, sometimes you find none. It does get quite annoying.
You've done quite a lot in the past week, so I don't think anyone can blame you for not having time.
Go do life stuff, and thanks for your hard work. :smile.gif:
*cough* Mojang hire this guy. *cough*
Edit: AND thank you for taking the time to respond to followers of this thread.
No problem, I enjoy discussion about subjects like this. It's quite interesting when part of a community comes together, I love it :smile.gif:
While I disagree with the path they've taken (releasing several half-elements of whole systems, instead of half of the whole-systems), (ie: new spawning without breeding, exp without something to spend it on, towns without npcs, strongholds without bosses, world generation without some biomes... ect. INSTEAD of maybe half of those features, done in full) i get that they have released this way because they are still excited about what they do (which is GREAT). However, without people like you, we wouldn't be able to enjoy our new gaming experience near as much, so kudos!
At most, 81 chunks are loading at one time. That is 81 different areas to spawn. However, if 9 of those chunks are created to give more spawning areas:
128 (Layer Levels in One Chunk) / 3 (Every 3 layers a platform of grass) = 42 (42.66 but you can't have .6 of a layer).
42 (Amount of spawnable areas per crafted chunk) x 9 (Amount of chunks crafted) = 378 (Spawnable areas in those 9 chunks)
So you can either have 81 spawnable areas (81 chunks), or you can have 378 spawnable areas (only 9 chunks). See how it makes a huge difference? Not to mention that the tests prove (My 9 original tests versus the last 2 tower tests) that making a tower from crafted chunks is the best way to get animals to spawn, and in my tested opinion, the only way.
Have you checked if untamed wolves can despawn? By looking into the code, I get the feeling that they do as they still have the code in place that made them persistent before, but only when tamed. If I'm right, this should overwrite the newer code that's most likely supposed to make all animals persistent.
I have done no research on wolves, but you're pointing out an amazing point. I'm going to test this right now, and add it to the update in a couple hours. Credits to you for the code!
EDIT: You're right! Untamed wolves are not persistent! This is great information, and I will be sure to add this very soon.
Yeah, I noticed that. They can despawn, no doubt, which is why you never see any in 1.8. The original ones disappear and you are 400 times less likely to see new ones.
I imagine your best chance of seeing one is in newly generated chunks, where they will appear about as often as they did before. But you have to get within 32 blocks of them before they despawn since they ain't coming back. So, when you find a new forest or taiga biome, run through it as fast as you can. This might be easier with a smaller render distance because chunks will generate closer to you, but I'm not entirely clear on how that works.
So this means wolves are close to extinct in 1.8.
Yeah. Because their spawn chance is only in two biomes, and the highest percent being 16.66%, and since spawning is 400 times slower, you basically will have a horribly difficult time getting wolves. Can't wait to do the full math though.
tl;dr conclusion; Animals don't respawn in survival.
Somewhat complicated conclusion; Animals don't respawn unless you craft a chunk to have the maximum possibilities for spawning.
If you ever find eggs, SAVE THEM! They are the only things that can 'reproduce' right now
Added your summary to the OP, as it's perfect.
I guess I'm still a little confused because it seems from what people have found, animals CAN respawn. However realistically and practically they won't because the conditions needed are ridiculous?