All my tests last night were done using breeding until I could no longer breed anymore, reaching a total of 70. Followed by spawn eggs which brought the total up to 90. I never did receive any message about reaching a breeding cap. Not sure if being in creative or survival has any affect on a message or if it just doesn't exist yet.
I thought All passive mobs share a cap. This has been known for a long time. The only exception to this is squid which have their own. Not sure how or where this theory of every passive mob has a separate cap all to itself unless it's an update thing. If you don't believe me you can test it yourself, and here is how to do it with 100% certainty (assuming you follow the instructions carefully) This will also give you the number for total friendly mobs
-4 or more players you trust (helps the work get done quicker)
-Superflat world, Structures off, Creative on
-Break into two teams (this isn't important until later on)
-Go to one of the very corners of the map, right against the invisible edge.
-Now make a one high wall of cobble along the very edge of the entire map, it has to be on the very last block before the invisible wall/map limit
-Now that there is a wall all around the map send one team to the very bottom left corner (Team A) and one team to the very top left corner (Team
-Have team A place water all along the side of the wall from the bottom left to to the bottom right corner making sure to get every block. Have Team B place water from the top left all the way to the bottom left where Team A started
-If done correctly the whole map should flood, this may take awhile and you will have to follow it making sure it all vets flooded.
-With the map flooded now everyone meet at the top of the map and spread out and slowly move down killing all the leftover animals (this is CRUICIAL make more then one pass to be sure you got them ALL.
Now run your mob cap tests. Without these controls in place (Mobs unable to respawn, all mobs confirmed dead) all the tests are inaccurate and at best the results educated guesses. On the plus side if someone does do these tests if they use glowstone instead of cobble they will have a perfect test world for mob grinder testing as well.
The whole limit system is screwy who needs 45 pigs and you only get 16 chickens and only 20 villagers they need to balance it out so we can get at least 20 maby 25 chickens and like 30 villagers or more. Luckily this next update fix will fix these issues.
I have no doubt that there is an absolute soft cap for total passive mobs. That doesn't mean there isn't separate caps for each one either. The reason why I came to that conclusion is in my testing of the passive mob caps that I performed. Even when I could no longer breed wheat animals I was still able to breed chickens using seeds up till I got a total of 89 animals. I have to assume that the passive cap is probably 90 and I missed one measly animal hiding in a cave somewhere.
Here are the results of void world mob spawning in creative mode via spawn eggs in TU14:
Pigs/Sheep/Cows/Cats - Combined total of 90
Mooshrooms - 30 (if you attempt to shear a mooshroom it will disappear in a Creeper style flash, minus the explosion and say "Can't shear a mooshroom at this moment")
Chickens - 26
Wolves - 26
Squid - 13
Villagers - 50
All hostile/neutral mobs: Creeper, Zombie, Skeleton, Blaze, Ghast, Zombie Pigman, Spider (regular and Cave), Endermen, Silverfish have a combined cap of - 70
I have seen earlier in this thread that breeding produces a lower limit, I'll test this under the same conditions and report back if people would find this useful.
Thank you for the info. However, that's creative mode. Is the cap the same for survival? (it should be, but it seems like it's not after the recent update)
Does anyone know if there is any plan to change this. I have well over a year invested in a survival mode seed and just hit my animal cap. I abandoned the seed for a while to see if it changes but honestly I NEED more cows to create more leather to create more books to fill my libraries and am contemplating the value of going forward with a world that cannot have any more books. I am super pissed about hitting this cap because its left me in a position where my only two options if I want to continue are to abandon it and start something new or to abandon my survival only mantra which has built this world.
Does anyone know if there is any plan to change this. I have well over a year invested in a survival mode seed and just hit my animal cap. I abandoned the seed for a while to see if it changes but honestly I NEED more cows to create more leather to create more books to fill my libraries and am contemplating the value of going forward with a world that cannot have any more books. I am super pissed about hitting this cap because its left me in a position where my only two options if I want to continue are to abandon it and start something new or to abandon my survival only mantra which has built this world.
I hear ya... I am currently working on a second enchanting table in my under-sea/ocean world.. and even with out pigs, chickens, sheep, cats, or dogs... I easily hit my passive MOB limit with mooshrooms and cows alone, and it has been painstaking to build up the bookcases around the enchanting table thus far... granted I'm not 100% focused on it... but still, it seems like it is a lot more time consuming than it should be.
I hear ya... I am currently working on a second enchanting table in my under-sea/ocean world.. and even with out pigs, chickens, sheep, cats, or dogs... I easily hit my passive MOB limit with mooshrooms and cows alone, and it has been painstaking to build up the bookcases around the enchanting table thus far... granted I'm not 100% focused on it... but still, it seems like it is a lot more time consuming than it should be.
...but all you have to do to recreate room in the cap is slaughter some. I think the problem (rate of farming production) could be resolved without increasing the cap if baby animals just grew up a little quicker.
-4 or more players you trust (helps the work get done quicker)
-Superflat world, Structures off, Creative on
-Break into two teams (this isn't important until later on)
-Go to one of the very corners of the map, right against the invisible edge.
-Now make a one high wall of cobble along the very edge of the entire map, it has to be on the very last block before the invisible wall/map limit
-Now that there is a wall all around the map send one team to the very bottom left corner (Team A) and one team to the very top left corner (Team
-Have team A place water all along the side of the wall from the bottom left to to the bottom right corner making sure to get every block. Have Team B place water from the top left all the way to the bottom left where Team A started
-If done correctly the whole map should flood, this may take awhile and you will have to follow it making sure it all vets flooded.
-With the map flooded now everyone meet at the top of the map and spread out and slowly move down killing all the leftover animals (this is CRUICIAL make more then one pass to be sure you got them ALL.
Now run your mob cap tests. Without these controls in place (Mobs unable to respawn, all mobs confirmed dead) all the tests are inaccurate and at best the results educated guesses. On the plus side if someone does do these tests if they use glowstone instead of cobble they will have a perfect test world for mob grinder testing as well.
Also, do villagers count with the animal cap?
Thank you for the info. However, that's creative mode. Is the cap the same for survival? (it should be, but it seems like it's not after the recent update)
I hear ya... I am currently working on a second enchanting table in my under-sea/ocean world.. and even with out pigs, chickens, sheep, cats, or dogs... I easily hit my passive MOB limit with mooshrooms and cows alone, and it has been painstaking to build up the bookcases around the enchanting table thus far... granted I'm not 100% focused on it... but still, it seems like it is a lot more time consuming than it should be.
...but all you have to do to recreate room in the cap is slaughter some. I think the problem (rate of farming production) could be resolved without increasing the cap if baby animals just grew up a little quicker.