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It appears that somewhere in 1.6 the mob spawn was changed. We have a large multiplayer server (large in size) and there are several mob traps/factories in it - none of them spawn a thing.
No cows.
No skeletons.
Nothing.
Actually, that's a little harsh - there are rare spawns of various things, both hostile and neutral, but you know somethings just....wrong.
We have also noticed random hostiles spawning in a new chunk as we use our rail system to go by....they spawn MID-DAY AND START BURNING!
Some possible reasons:
1 - could the nether region be messing thing up? There are a LOT of pigmen wandering around there.
2 - could the code for neutral mob spawns be mixed with hostiles, creating the instantly-burning hostiles when it should have created a cute little sheep or chicken?
3 - could that ambiguous phrase in the changelog (something like mobs no longer de-spawn in SMP) be combining with "1" and essentially eventually filtering all spawns over to the nether? IMHO this would be an exploit - go to nether, wait, come back, and there's a nice passive server there now.
Any feedback? Any constructive comments? Anyone tweeting Notch or Jeb on this?
Are you sure the server admins haven't done anything? Pigmen can only come into the Overworld when a pig is struck by lightning.
I'd talk to your admins about it.
I think I've been misunderstood, here. The pigmen are remaining in the netherworld. My suspicion is that if all the possible mob spawns are pigmen in the netherworld, then there will be no more spawns anywhere. Even though the game is "infinite" you are still limited to server space or a mob limit. What is the mob limit on a server?
I can't really help you that much. You're better off asking this in the Server Administration section.
No problems, although I don't think this is as simple as a server admin issue. There are too many threads talking about mobs "not spawning right" any more. Couple that with the sight of flaming skeletons mid-day, and I think there's a coding issue. You never see a half-dozen burning zombies/skeletons mid-day. They've all burnt up by then. I think passive spawns got switched with hostile spawns or something like that in the code, and that would be a dev (i.e., Notch) issue.
In the meantime, I'll take my time digging. Nothing is spawning.
No problems, although I don't think this is as simple as a server admin issue. There are too many threads talking about mobs "not spawning right" any more. Couple that with the sight of flaming skeletons mid-day, and I think there's a coding issue. You never see a half-dozen burning zombies/skeletons mid-day. They've all burnt up by then. I think passive spawns got switched with hostile spawns or something like that in the code, and that would be a dev (i.e., Notch) issue.
In the meantime, I'll take my time digging. Nothing is spawning.
CE
Skeles and zombies hide in dark places after night,
Servers are limited to
200 hostile spawns, 20 passive, which means if someone owns a wolf that passive goes down by 1.
Someone may be owning a bunch of wolves.
Skeles and zombies hide in dark places after night,
Servers are limited to
200 hostile spawns, 20 passive, which means if someone owns a wolf that passive goes down by 1.
Someone may be owning a bunch of wolves.
.....or, there are 200 pigmen in the netherworld now, not de-spawning, and no one is going there to kill them? That would be stupid programming.
As for the skeles and zombies hiding in dark places at night, that's an obvious statement that doesn't really help the conversation. How does it explain the ones you see at high noon in the middle of a field, burning? It takes them all day to burn? I don't think so. They hid under a tree? No, none are there. There is no way they got there unless they spawned there during the day. In the field. In daylight. Something is wrong.
I posted about this the other day, and am experiencing exactly the same problems as you are. Glad I'm not the only one.
I've noticed that riding on my long minecart rail there will be several zombies or skeletons that will load mid-day and start flaming. As the minecart passes them the chunks unload and they disappear. Riding back through, the same exact mobs will appear again (if they didn't die from the flames the first time through). They are definitely being "saved" when the chunks are unloaded, but I don't understand the reason. If this is desired behavior for the game, then why aren't mobs spawning in other places while the old mobs are "saved"?
So, do you think we're going to have to wait for 1.7+ for this to be fixed?
Experiencing the same on my server, and I've been the only person playing on it since 1.6, since I haven't reached the point of being comfortable with stability and plugin updates.
The theory about the nether causing the server to reach a mob limit is interesting, and it's similar to my theory that mobs aren't despawning/dying when their chunk unloads. That's how I explained seeing monsters mid-day burning while traveling; I was thinking they reloaded in their previous state with the chunk. If so then it could also be related to the now-configurable view-distance server setting.
But yeah, theories aside... there's definitely something going on. The world is downright boring right now.
Edit:
Some further evidence in support of my above theory.
I left one of my bases which I'd been at for many days, heading east by rail. Half-way to my destination I came across 5 animals. At night. Evidently they didn't despawn, because they shouldn't have been there.
Then on the return trip, during the day, I passed 3 spiders and a creeper near each other. This would have been roughly 500 meters from where I had been previously, doing some work.
Same here. Since 1.6 there are no mobs/monsters. And in nether there are only pigmen, no ghasts. Just in case this is related to the new option, what is the value of the view-distance in your "server.properties"? Mine is set to 5.
Same here. Since 1.6 there are no mobs/monsters. And in nether there are only pigmen, no ghasts. Just in case this is related to the new option, what is the value of the view-distance in your "server.properties"? Mine is set to 5.
I hope we find a solution!
Mine's at 8. I had it lower to help improve server performance but then raised it again recently. 10 is the default.. I might try increasing it to that and see if it changes anything. Worth a shot, anyway.
Edit:
Holy crap. I increased it to the default 10 and suddenly my lighthouse is again surrounded by monsters at night. I hear a Creeper drowning in my trap at the moment.
So my revised theory is indeed a despawning issue. Perhaps the despawning logic is still designed to occur at the 10 chunk radius, but if you set the viewing-distance lower, the chunk is unloaded before the despawning logic can be applied to it--freezing all mobs in it until next it's loaded.
I'll continue to gauge behavior and report back anything of import, but this could possibly identify the bug, and the way around it for now.
Interesting find, ours is set to 7 will have to try 10.
Although our nether is rammed with pigmen and ghasts but normal world is totally empty.
We do have a rather large world, but we do have 4-5 mob grinders.
Previously you could fill your bag in an hour standing at 1 of them, now you cant fill it sitting there for 24hrs.
If people are in the nther and its spawning mobs, maybe it is reaching the cap there, and as majority of the server is in the nether, its stopping mobs in normal?
Let me know what your putting it up to 10 reveals. The more tests and feedback, the better.
I'm going with the assumption for now that the nether is considered another world, which would in-turn have its own mob limits. Regardless, I don't think mobs should exist where there aren't players. My theory is that they should despawn when the chunks unload, when they're no longer needed for nearby players. Once they despawn then new mobs can spawn wherever the players are.
Mine's at 8. I had it lower to help improve server performance but then raised it again recently. 10 is the default.. I might try increasing it to that and see if it changes anything. Worth a shot, anyway.
Edit:
Holy crap. I increased it to the default 10 and suddenly my lighthouse is again surrounded by monsters at night. I hear a Creeper drowning in my trap at the moment.
So my revised theory is indeed a despawning issue. Perhaps the despawning logic is still designed to occur at the 10 chunk radius, but if you set the viewing-distance lower, the chunk is unloaded before the despawning logic can be applied to it--freezing all mobs in it until next it's loaded.
I'll continue to gauge behavior and report back anything of import, but this could possibly identify the bug, and the way around it for now.
Yay! It's true! I've just tried to change the view-distance to 10 (the default value) and now there are monsters and mobs everywhere.
I've seen this same lack of mob spawning on single player. Since 1.6.6 mob spawns have been almost non-existant. Where I was having tons of passive mobs there are now none. I spent four game days looking in the area around one base that normally has tons of passives and could not find them anywhere, not even those infuriatingly useless chickens that are normally constantly in the way.
I've seen this same lack of mob spawning on single player. Since 1.6.6 mob spawns have been almost non-existant. Where I was having tons of passive mobs there are now none. I spent four game days looking in the area around one base that normally has tons of passives and could not find them anywhere, not even those infuriatingly useless chickens that are normally constantly in the way.
I've seen this same lack of mob spawning on single player. Since 1.6.6 mob spawns have been almost non-existant. Where I was having tons of passive mobs there are now none. I spent four game days looking in the area around one base that normally has tons of passives and could not find them anywhere, not even those infuriatingly useless chickens that are normally constantly in the way.
Same issue for my server...at 10 distance we had mobs but could not interact with the world for so long we died, unable to even pick up dirt for a quick hut. Lowered it to 5 and I had one pig, one cow, and one chicken. Nooo other mobs appeared. And we were in for at least 10 night cycles. This is a bug I hope gets fixed soon.
Just like to add I'm having this same problem. When I first started the map, plenty of mobs, etc. I think it has something to do with the Nether being supported now. Might try toggling it off and seeing the results.
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No cows.
No skeletons.
Nothing.
Actually, that's a little harsh - there are rare spawns of various things, both hostile and neutral, but you know somethings just....wrong.
We have also noticed random hostiles spawning in a new chunk as we use our rail system to go by....they spawn MID-DAY AND START BURNING!
Some possible reasons:
1 - could the nether region be messing thing up? There are a LOT of pigmen wandering around there.
2 - could the code for neutral mob spawns be mixed with hostiles, creating the instantly-burning hostiles when it should have created a cute little sheep or chicken?
3 - could that ambiguous phrase in the changelog (something like mobs no longer de-spawn in SMP) be combining with "1" and essentially eventually filtering all spawns over to the nether? IMHO this would be an exploit - go to nether, wait, come back, and there's a nice passive server there now.
Any feedback? Any constructive comments? Anyone tweeting Notch or Jeb on this?
Thanks,
CE
I think I've been misunderstood, here. The pigmen are remaining in the netherworld. My suspicion is that if all the possible mob spawns are pigmen in the netherworld, then there will be no more spawns anywhere. Even though the game is "infinite" you are still limited to server space or a mob limit. What is the mob limit on a server?
No problems, although I don't think this is as simple as a server admin issue. There are too many threads talking about mobs "not spawning right" any more. Couple that with the sight of flaming skeletons mid-day, and I think there's a coding issue. You never see a half-dozen burning zombies/skeletons mid-day. They've all burnt up by then. I think passive spawns got switched with hostile spawns or something like that in the code, and that would be a dev (i.e., Notch) issue.
In the meantime, I'll take my time digging. Nothing is spawning.
CE
Skeles and zombies hide in dark places after night,
Servers are limited to
200 hostile spawns, 20 passive, which means if someone owns a wolf that passive goes down by 1.
Someone may be owning a bunch of wolves.
.....or, there are 200 pigmen in the netherworld now, not de-spawning, and no one is going there to kill them? That would be stupid programming.
As for the skeles and zombies hiding in dark places at night, that's an obvious statement that doesn't really help the conversation. How does it explain the ones you see at high noon in the middle of a field, burning? It takes them all day to burn? I don't think so. They hid under a tree? No, none are there. There is no way they got there unless they spawned there during the day. In the field. In daylight. Something is wrong.
CE
(yes, I post videos so people read my post...muhahaha)
CE
I've noticed that riding on my long minecart rail there will be several zombies or skeletons that will load mid-day and start flaming. As the minecart passes them the chunks unload and they disappear. Riding back through, the same exact mobs will appear again (if they didn't die from the flames the first time through). They are definitely being "saved" when the chunks are unloaded, but I don't understand the reason. If this is desired behavior for the game, then why aren't mobs spawning in other places while the old mobs are "saved"?
So, do you think we're going to have to wait for 1.7+ for this to be fixed?
The theory about the nether causing the server to reach a mob limit is interesting, and it's similar to my theory that mobs aren't despawning/dying when their chunk unloads. That's how I explained seeing monsters mid-day burning while traveling; I was thinking they reloaded in their previous state with the chunk. If so then it could also be related to the now-configurable view-distance server setting.
But yeah, theories aside... there's definitely something going on. The world is downright boring right now.
Edit:
Some further evidence in support of my above theory.
I left one of my bases which I'd been at for many days, heading east by rail. Half-way to my destination I came across 5 animals. At night. Evidently they didn't despawn, because they shouldn't have been there.
Then on the return trip, during the day, I passed 3 spiders and a creeper near each other. This would have been roughly 500 meters from where I had been previously, doing some work.
I hope we find a solution!
Mine's at 8. I had it lower to help improve server performance but then raised it again recently. 10 is the default.. I might try increasing it to that and see if it changes anything. Worth a shot, anyway.
Edit:
Holy crap. I increased it to the default 10 and suddenly my lighthouse is again surrounded by monsters at night. I hear a Creeper drowning in my trap at the moment.
So my revised theory is indeed a despawning issue. Perhaps the despawning logic is still designed to occur at the 10 chunk radius, but if you set the viewing-distance lower, the chunk is unloaded before the despawning logic can be applied to it--freezing all mobs in it until next it's loaded.
I'll continue to gauge behavior and report back anything of import, but this could possibly identify the bug, and the way around it for now.
I've also entered this as a bug in both the wiki and at getsatisfaction.
Let me know what your putting it up to 10 reveals. The more tests and feedback, the better.
I'm going with the assumption for now that the nether is considered another world, which would in-turn have its own mob limits. Regardless, I don't think mobs should exist where there aren't players. My theory is that they should despawn when the chunks unload, when they're no longer needed for nearby players. Once they despawn then new mobs can spawn wherever the players are.
Yay! It's true! I've just tried to change the view-distance to 10 (the default value) and now there are monsters and mobs everywhere.
I think that mjoang don't really use it, but just in case: http://getsatisfaction.com/mojang/topics/1_6_x_smp_mob_spawning_rate (vote up)
My Gaming Channel:https://www.youtube.com/c/TinfoilChefsGamingChannel
Damn chickens...
Same issue for my server...at 10 distance we had mobs but could not interact with the world for so long we died, unable to even pick up dirt for a quick hut. Lowered it to 5 and I had one pig, one cow, and one chicken. Nooo other mobs appeared. And we were in for at least 10 night cycles. This is a bug I hope gets fixed soon.
I don't often follow threads I post in. If you'd like a response about something, send me a PM.