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Junokaii (although I'd recommend not adding me because I'm on literally like... once every month or two)
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If it was to be able to all be like that on creative..
Or on survival, it could be like.. if you break it with a silk touch pick axe it would drop as is, but as a pig spawner.
And what monster you want to be inside could be dependent on how high your level is if you were to take it to an enchantment table.
Or... maybe you have to be level 30, but the chances of it being a certain one is based on chance.
Host Privileges could disable this ability for other players to use this feature in Online Multiplayer Creative Mode.
people seem to forget about world spawn limit, too.
from my understanding it's like this...
50 "zombie" world limit. there may be 10 in your loaded area but there maybe 30 elsewhere in the world meaning you could only spawn 10 more until it caps and blocks spawns unless you lower the existing population.
people seem to forget about world spawn limit, too.
from my understanding it's like this...
50 "zombie" world limit. there may be 10 in your loaded area but there maybe 30 elsewhere in the world meaning you could only spawn 10 more until it caps and blocks spawns unless you lower the existing population.
Pretty much, but it isn't a limit on the specific MOB... more like by MOB category, ie. '50' "Hostile" MOB limit... although '50' isn't really accurate, from: http://minecraft.gam...wn#Mob_spawning
Mobs spawn naturally within a square group of chunks centered on the player. In single-player mode, this area will be 15×15 chunks (240×240 blocks), but in multi-player mode the size can vary with the server settings. When there are multiple players, mobs can spawn within the given distance of any of them. However, hostile mobs (and some others) that move farther than 128 blocks from any player will soon despawn (see Despawning), so even with a larger chunk loading radius, the mob spawning area is more-or-less limited to spheres with a radius of 128 blocks, centered at each player.
Mob caps are directly proportional to the total number of chunks eligible for spawning. To calculate the cap, the spawning area is expanded by one chunk in every direction (so the default gives 17×17 chunks), then the total number of chunks is plugged into the following formula:
cap = constant * chunks / 256
Each mob category has a separate cap and a different constant in the formula (these constants may be different on the XB360):
Hostile = 70
Passive = 10
**** Ambient (Bats) = 15 **** (not on the XB360)
Water = 5
In single player mode, the chunk count is 17×17 = 289, and the caps work out to (For PC version of Minecraft):
Hostile = 79
Passive = 11
**** Ambient = 16 **** (not on the XB360)
Water = 5
Pretty much, but it isn't a limit on the specific MOB... more like by MOB category, ie. '50' "Hostile" MOB limit... although '50' isn't really accurate, from: http://minecraft.gam...wn#Mob_spawning
Pretty much, but it isn't a limit on the specific MOB... more like by MOB category, ie. '50' "Hostile" MOB limit... although '50' isn't really accurate, from: http://minecraft.gam...wn#Mob_spawning
i wasnt being literal but yeah like that. spawning pigs limits cows and sheep. spawning zombies effects...i think it does say hostile mobs. but anyways yeah that keeps people from "ruining worlds" or whatever
So you can spawn 40 zombies and 10 skeletons or something like that? Interesting. I thought that it was that each mob had its own limit, but I guess that could work too.
So you can spawn 40 zombies and 10 skeletons or something like that? Interesting. I thought that it was that each mob had its own limit, but I guess that could work too.
limits probably higher. but yeah it goes by groups. i think the exception is wolves and ocelots.
limits probably higher. but yeah it goes by groups. i think the exception is wolves and ocelots.
I think wolves and ocelots spawn as passive MOBs, and Zombie Pigmen spawn as Hostile, even though they are technically Neutral (neither hostile nor passive). That's probably why you get wolves and ocelots spawning in Peaceful, but not the Zombie Pigmen.
I think wolves and ocelots spawn as passive MOBs, and Zombie Pigmen spawn as Hostile, even though they are technically Neutral (neither hostile nor passive). That's probably why you get wolves and ocelots spawning in Peaceful, but not the Zombie Pigmen.
I think wolves and ocelots spawn as passive MOBs, and Zombie Pigmen spawn as Hostile, even though they are technically Neutral (neither hostile nor passive). That's probably why you get wolves and ocelots spawning in Peaceful, but not the Zombie Pigmen.
wait...so there's a passive limit and then inside the passive limit there's a sectional(i.e. cows pigs and sheep) limit?
wait...so there's a passive limit and then inside the passive limit there's a sectional(i.e. cows pigs and sheep) limit?
I don't know of any sectional limit per se... but there is a point where passive MOBs will stop naturally spawning in an area... however you can still breed them beyond this cap, so there should be a maximum number of creatures cap too.
I don't know of any sectional limit per se... but there is a point where passive MOBs will stop naturally spawning in an area... however you can still breed them beyond this cap, so there should be a maximum number of creatures cap too.
talking about it only proves so much. time for another episode of....
Could someone legitimately spawn enough entities to crash the game? Or will the game simply not allow it?
I know you can't with Hostile MOBs alone... it won't let you well before they become an issue... but when my son spawned a lot of passive MOBs at the same time as I already reached hostile MOB capacity, the game did get very sluggish. We didn't go much past that point and started thinning out the herds at that point... so... maybe?
I know you can't with Hostile MOBs alone... it won't let you well before they become an issue... but when my son spawned a lot of passive MOBs at the same time as I already reached hostile MOB capacity, the game did get very sluggish. We didn't go much past that point and started thinning out the herds at that point... so... maybe?
well...minebusters discovered that too many mobs in one spot will throw your game into a screeching halt...however, the home button still works.
Now to repeat the test with 4 players on split screen in the 4 corners of the map...That should allow for more MOBs to spawn AND use up more system RAM all at the same time.
Now to repeat the test with 4 players on split screen in the 4 corners of the map...That should allow for more MOBs to spawn AND use up more system RAM all at the same time.
let's just turn it into a series. we'll have a team for each system(as we grow).
Or on survival, it could be like.. if you break it with a silk touch pick axe it would drop as is, but as a pig spawner.
And what monster you want to be inside could be dependent on how high your level is if you were to take it to an enchantment table.
Or... maybe you have to be level 30, but the chances of it being a certain one is based on chance.
Say..
1 in 10 chance of being a sheep spawner
1 in 20 to be a cow spawner
1 in 50 of being a zombie spawner
1 in 100 chance of being a skeleton spawner
1 in 1000 of being an Enderman spawner
Host Privileges could disable this ability for other players to use this feature in Online Multiplayer Creative Mode.
people seem to forget about world spawn limit, too.
from my understanding it's like this...
50 "zombie" world limit. there may be 10 in your loaded area but there maybe 30 elsewhere in the world meaning you could only spawn 10 more until it caps and blocks spawns unless you lower the existing population.
Pretty much, but it isn't a limit on the specific MOB... more like by MOB category, ie. '50' "Hostile" MOB limit... although '50' isn't really accurate, from:
http://minecraft.gam...wn#Mob_spawning
i wasnt being literal but yeah like that. spawning pigs limits cows and sheep. spawning zombies effects...i think it does say hostile mobs. but anyways yeah that keeps people from "ruining worlds" or whatever
limits probably higher. but yeah it goes by groups. i think the exception is wolves and ocelots.
I think wolves and ocelots spawn as passive MOBs, and Zombie Pigmen spawn as Hostile, even though they are technically Neutral (neither hostile nor passive). That's probably why you get wolves and ocelots spawning in Peaceful, but not the Zombie Pigmen.
wait...so there's a passive limit and then inside the passive limit there's a sectional(i.e. cows pigs and sheep) limit?
I don't know of any sectional limit per se... but there is a point where passive MOBs will stop naturally spawning in an area... however you can still breed them beyond this cap, so there should be a maximum number of creatures cap too.
talking about it only proves so much. time for another episode of....
MineBusters!
I know you can't with Hostile MOBs alone... it won't let you well before they become an issue... but when my son spawned a lot of passive MOBs at the same time as I already reached hostile MOB capacity, the game did get very sluggish. We didn't go much past that point and started thinning out the herds at that point... so... maybe?
MineBusters
haha.
well...minebusters discovered that too many mobs in one spot will throw your game into a screeching halt...however, the home button still works.
Now to repeat the test with 4 players on split screen in the 4 corners of the map...That should allow for more MOBs to spawn AND use up more system RAM all at the same time.
let's just turn it into a series. we'll have a team for each system(as we grow).