Survival hard with bedrock fog on and I have noticed mobs spawning near bedrock (15 +/-) level and below. These are well lit areas and in existing caves and in tunnel mines. I'm using 2 or 3 times more torches than was necessary in the past. And this is not a case of me not seeing an unlit area that they are dropping out of because it is multiple areas and some are tunnels dug by me.
So is this part of the program for bedrock fog or is it a bug or what?
Survival hard with bedrock fog on and I have noticed mobs spawning near bedrock (15 +/-) level and below. These are well lit areas and in existing caves and in tunnel mines. I'm using 2 or 3 times more torches than was necessary in the past. And this is not a case of me not seeing an unlit area that they are dropping out of because it is multiple areas and some are tunnels dug by me.
So is this part of the program for bedrock fog or is it a bug or what?
I was wondering the same thing, but I think it may have something to do with the new mob AI and not spawning. Specifically, mobs seem, once again, to be able to track you regardless of line of sight once they have spotted you. From what I read they attempt to path to you (presulably from 31 blocks? the zombie villager range?) This may result in mobs following you in lit areas where they would have previously given up the chase.
I'll try and explain what I saw last night.
I was hiding in a small outpost castle throught the night with no bed (consequently spawning mobs). Once I got up on the battlement and the mobs saw me, they continued to try to path to me regardless of whether I was on the battlements or not. Just outside the castle, there is a tree shose leaves go from the ground to the battlements. When I accidentally broke some of those leaves (which must have been blocking a potential path), every mob that was targetting me, regardless of where they were in relation to the tree, made a beeline for the tree a parkour'd up the leaves to get to me). This behavior included walking around blocking obstacles they would have previously results in the mob getting stuck (like a dead-end path).
all that to say - i suspect we are picking up mobs somewhere where they can spawn and "dragging" them with us into lit areas as they attempt to path to us.
I was wondering the same thing, but I think it may have something to do with the new mob AI and not spawning. Specifically, mobs seem, once again, to be able to track you regardless of line of sight once they have spotted you. From what I read they attempt to path to you (presulably from 31 blocks? the zombie villager range?) This may result in mobs following you in lit areas where they would have previously given up the chase.
I'll try and explain what I saw last night.
I was hiding in a small outpost castle throught the night with no bed (consequently spawning mobs). Once I got up on the battlement and the mobs saw me, they continued to try to path to me regardless of whether I was on the battlements or not. Just outside the castle, there is a tree shose leaves go from the ground to the battlements. When I accidentally broke some of those leaves (which must have been blocking a potential path), every mob that was targetting me, regardless of where they were in relation to the tree, made a beeline for the tree a parkour'd up the leaves to get to me). This behavior included walking around blocking obstacles they would have previously results in the mob getting stuck (like a dead-end path).
all that to say - i suspect we are picking up mobs somewhere where they can spawn and "dragging" them with us into lit areas as they attempt to path to us.
That kind of makes sense in some cases. Better mob AI. Not complaining about it. I like the minecraft being harder but was wondering exactly what is happening.
The new pathing AI is different; I'll definitely agree to that!
I'm also not complaining as I think it will make the game more fun in the long run. (Prior to the update, even my 9-year-old could lure mobs into dead-end traps, pitfalls ,etc. Last night, I played a 15 minute game of tag with a creeper that I couldn't ditch and also couldn't afford to allow to explode where he was. It was definitely more challenging than in the past.
What does concern me is the degree to which I'm going to have to modify build designs to be "mob-safe" again. Prior to TU12, something as simple as an s-curve served as a mob trap. Now, half the time, the mobs just ignore my defenses and go around them!
The new pathing AI is different; I'll definitely agree to that!
I'm also not complaining as I think it will make the game more fun in the long run. (Prior to the update, even my 9-year-old could lure mobs into dead-end traps, pitfalls ,etc. Last night, I played a 15 minute game of tag with a creeper that I couldn't ditch and also couldn't afford to allow to explode where he was. It was definitely more challenging than in the past.
What does concern me is the degree to which I'm going to have to modify build designs to be "mob-safe" again. Prior to TU12, something as simple as an s-curve served as a mob trap. Now, half the time, the mobs just ignore my defenses and go around them!
Yes, definitely going to be a bit of a challenge. I do think though that pathing is only accounting for some of the mobs found in lighted areas. I don't think, however, that it's the bedrock fog since I have some spawning in well-lit tunnels and have had the bedrock fog turned off ever since they gave us the option to turn it off. I've thought for some time that if a whole general area is so well lit that there is really no other place for hostile mobs to spawn, they will then sometimes spawn in light levels where they normally would not. Also, the Wiki does mention that zombies will spawn inside well-lit walled villages during a siege, so zombies, at least, might now be a little more likely to spawn in lit areas outside of villages as well.
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So is this part of the program for bedrock fog or is it a bug or what?
Stay fluffy~
I was wondering the same thing, but I think it may have something to do with the new mob AI and not spawning. Specifically, mobs seem, once again, to be able to track you regardless of line of sight once they have spotted you. From what I read they attempt to path to you (presulably from 31 blocks? the zombie villager range?) This may result in mobs following you in lit areas where they would have previously given up the chase.
I'll try and explain what I saw last night.
I was hiding in a small outpost castle throught the night with no bed (consequently spawning mobs). Once I got up on the battlement and the mobs saw me, they continued to try to path to me regardless of whether I was on the battlements or not. Just outside the castle, there is a tree shose leaves go from the ground to the battlements. When I accidentally broke some of those leaves (which must have been blocking a potential path), every mob that was targetting me, regardless of where they were in relation to the tree, made a beeline for the tree a parkour'd up the leaves to get to me). This behavior included walking around blocking obstacles they would have previously results in the mob getting stuck (like a dead-end path).
all that to say - i suspect we are picking up mobs somewhere where they can spawn and "dragging" them with us into lit areas as they attempt to path to us.
That kind of makes sense in some cases. Better mob AI. Not complaining about it. I like the minecraft being harder but was wondering exactly what is happening.
I'm also not complaining as I think it will make the game more fun in the long run. (Prior to the update, even my 9-year-old could lure mobs into dead-end traps, pitfalls ,etc. Last night, I played a 15 minute game of tag with a creeper that I couldn't ditch and also couldn't afford to allow to explode where he was. It was definitely more challenging than in the past.
What does concern me is the degree to which I'm going to have to modify build designs to be "mob-safe" again. Prior to TU12, something as simple as an s-curve served as a mob trap. Now, half the time, the mobs just ignore my defenses and go around them!
Yes, definitely going to be a bit of a challenge. I do think though that pathing is only accounting for some of the mobs found in lighted areas. I don't think, however, that it's the bedrock fog since I have some spawning in well-lit tunnels and have had the bedrock fog turned off ever since they gave us the option to turn it off. I've thought for some time that if a whole general area is so well lit that there is really no other place for hostile mobs to spawn, they will then sometimes spawn in light levels where they normally would not. Also, the Wiki does mention that zombies will spawn inside well-lit walled villages during a siege, so zombies, at least, might now be a little more likely to spawn in lit areas outside of villages as well.