Not sure how this came to be or when but I recently noticed that there aren't any hostile mobs spawning in the dark or anywhere they're supposed to spawn. Can someone that knows better help me figure this out?
Few things to note:
- I'm playing the latest snapshot version(currently 19w11b)
- The game is survival, but I often switch to creative/LAN to build freely
- neutral mobs seems to spawn and generate with chunks just fine, but with the exception of all aquatic mobs and villagers
- Phantoms spawns after being AFK for a few nights
- I found witch(s) and black cat in all swamp huts(but no mobs in any other RNG structures like mansion)
- Mkbs in other worlds created in this snapshot spawns just fine
- While in opened LAN I keep getting earnings about server running ticks behind despite intentionally offline
- All mobs that do not spawn naturally can be spawned from spanw eggs
- Trader llamas spawns as expected... without the trader
- Two zombies(and only 2) spawned next to eachother but disappeared soon after(despawned?) during the making of this thread but that's it
There are other things to note but theyre pretty mundane. Someone please let me know how I can fix thia or at least what/why this is happening.
I can share this world for download, if anyone wants to take a closer look at what's happening.
1)press F3. Somewhere in that mess of text should be a line with the label of "E:" and 2 numbers separated by a slash (for example, "E: 25/300"). Paying attention to these numbers, look towards the ground (not straight down, probably at an angle of 45 degrees or so) and spin around somewhat slowly. If the numbers rise to a number around or a lot higher than 70 then you probably have a bunch of mobs stuck somewhere in that direction. Unfortunately, there's no way to tell from this information what is actually a mob and what is, say, a torch hanging on the wall.
Perhaps there is a command that let's you list all the entities found around you (rather than killing them off or summoning them to a specific spot), but I was never much into commands prior to 1.13 and I've no knowledge of 1.13 commands. It would probably also return a really long list so you may need to resort to reading the info log to see the entire thing.
I forget if one can use the /gamerule command to get the current state of a gamerule, but perhaps you have /gamerule domobspawning set to false. This would prevent natural spawns but wouldn't prevent structure spawns (the witches and cats), phantom spawns (apparently), or cage spawner spawns.
The game has an internal server that it uses to process all information. This includes singleplayer mode, a change that was made somewhere around 1.3, I think. If you are getting falling-behind warnings, either you have a runaway spawner somewhere nearby or you just don't have enough computer to really play Minecraft comfortably. My guess is the former, but if you're this close to a cage spawner then you should definitely be hearing mob noises (unless you turned them off). Zombie spawners are particularly dangerous when left unattended because the maxentitycramming rule can kick in and cause zombies to drop rotten flesh that the remaining zombies pick up. IF the flesh-toting zombies are able to escape the entity cramming without dying, they'll eventually pile up until they break your computer.
Checked with the "E" value. Looking around, at the lowest it's somewhere around 1/19 or around something like 11/32 at the highest, and this is all in hard difficulty. I never touched the /gamerule command but checking through them all everything seems to be as they should be. While I don't know exactly how spawners work, I don't hear any cluster of mob while I'm on the surfrance either.
I tried a few other things but nothing changed. I also tried /kill @e and that resulted in the "E: x/x" value to be even lower, as low as 0/4. Any ideas?
which results in ghost hostile mobs occupying the mob cap.
They aren't ghosts, they're real mobs somewhere in the world that you can literally walk up to and kill. They are located in what are called lazy chunks, which prevents the processing of entities. Mobs cannot die because they can't take damage, crops don't grow, redstone doesn't operate and causes weird duplication exploits, and mobs cannot despawn.
The bug is that mob spawning is not an AI action and thus doesn't know about lazy chunks. Despawning is an AI action, and therefore has to follow a different set of rules when it comes to chunks. When render distance drops below 10, it creates a bigger zone of lazy chunks and therefore a bigger area in which to trap spawning mobs.
I suppose they could just change the rules for mob spawning so that mobs don't spawn in lazy chunks, but that would cause a few issues that need to be worked out for balance/playability within smaller render distances. For example, it could be a lot more dangerous to be in a dark area because mobs would end up spawning faster (smaller area to spawn in with the same cap size means more passes through the spawning cycle = more dense crowds of mobs). On the other side, it would be possible to set render distance too large and mobs would become too widespread to remain useful.
Update: Tried everything. Render distance set to 12, used x-ray to look underground, etc. Also tried loading in in l 1.13 release instead of snapshot, but obviously game just crashed. Still nothing... Any other suggestions?
Update: Tried everything. Render distance set to 12, used x-ray to look underground, etc. Also tried loading in in l 1.13 release instead of snapshot, but obviously game just crashed. Still nothing... Any other suggestions?
Hopefully you tried 1.13.2 [1.13.0 & 1.13.1 were known to have issues with mobs spawning]
From the first post you appeared to be in a 1.14 snapshot, loading this inany version of 1.13 may also have caused issues. (Reverting worlds to an earlier version does not work well in general.)
You might try creating test worlds in both 1.13.3 & 19w11b usingthe seed and just hollowing out an appropriate volume in creative to see if the issue is with that specific world (ie possibly a file corruption issue) or common to worlds in the versions. [I doubt it would matter, but also checking a seed others have been successful with could eliminate another hypothetical issue.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I'm also having the same problem, I re-created the world and mobs still don't spawn. I tested out other worlds and mobs spawn. I had my friend test the seed I had and mobs were spawning for him.
So it's not a seed problem but more of a world file maybe?
The save was probably broken by the unstable snapshot so I loaded the "broken" realm in the earlier recent snapshot, 19w03a at which point mobs spawned as normal, and then reloaded said realm in 19w11b. Then I entered "/kill @e" command to clear all mobs, and finally mobs spawned at they should.
Also, thanks to everyone who took the time to respond.
Not sure if this is still relevant, but my server that's currently in 1.14.4 is having a similar issue. Since day one (and we started in 1.14.4 after our old server bugged out and permanently crashed) we've had an issue of there being a distinct lack of mobs on the server with only one or two people on. We're in hard mode but often times mob farms are empty and our guardian farm won't spawn despite waiting fifteen minutes. Our old server we updated from previous versions but did not have this problem in 1.14.4. Is it possible that there is still some sort of underlying issue?
I'm not the server admin, just a moderator trying to help my server since no one knows why this is happening. Some days are better and you can use farms, but a lot of the time it's all empty. Everything seems to be in order without anything broken, except mobs aren't spawning...
Not sure how this came to be or when but I recently noticed that there aren't any hostile mobs spawning in the dark or anywhere they're supposed to spawn. Can someone that knows better help me figure this out?
Few things to note:
- I'm playing the latest snapshot version(currently 19w11b)
- The game is survival, but I often switch to creative/LAN to build freely
- neutral mobs seems to spawn and generate with chunks just fine, but with the exception of all aquatic mobs and villagers
- Phantoms spawns after being AFK for a few nights
- I found witch(s) and black cat in all swamp huts(but no mobs in any other RNG structures like mansion)
- Mkbs in other worlds created in this snapshot spawns just fine
- While in opened LAN I keep getting earnings about server running ticks behind despite intentionally offline
- All mobs that do not spawn naturally can be spawned from spanw eggs
- Trader llamas spawns as expected... without the trader
- Two zombies(and only 2) spawned next to eachother but disappeared soon after(despawned?) during the making of this thread but that's it
There are other things to note but theyre pretty mundane. Someone please let me know how I can fix thia or at least what/why this is happening.
I can share this world for download, if anyone wants to take a closer look at what's happening.
1)press F3. Somewhere in that mess of text should be a line with the label of "E:" and 2 numbers separated by a slash (for example, "E: 25/300"). Paying attention to these numbers, look towards the ground (not straight down, probably at an angle of 45 degrees or so) and spin around somewhat slowly. If the numbers rise to a number around or a lot higher than 70 then you probably have a bunch of mobs stuck somewhere in that direction. Unfortunately, there's no way to tell from this information what is actually a mob and what is, say, a torch hanging on the wall.
Perhaps there is a command that let's you list all the entities found around you (rather than killing them off or summoning them to a specific spot), but I was never much into commands prior to 1.13 and I've no knowledge of 1.13 commands. It would probably also return a really long list so you may need to resort to reading the info log to see the entire thing.
I forget if one can use the /gamerule command to get the current state of a gamerule, but perhaps you have /gamerule domobspawning set to false. This would prevent natural spawns but wouldn't prevent structure spawns (the witches and cats), phantom spawns (apparently), or cage spawner spawns.
The game has an internal server that it uses to process all information. This includes singleplayer mode, a change that was made somewhere around 1.3, I think. If you are getting falling-behind warnings, either you have a runaway spawner somewhere nearby or you just don't have enough computer to really play Minecraft comfortably. My guess is the former, but if you're this close to a cage spawner then you should definitely be hearing mob noises (unless you turned them off). Zombie spawners are particularly dangerous when left unattended because the maxentitycramming rule can kick in and cause zombies to drop rotten flesh that the remaining zombies pick up. IF the flesh-toting zombies are able to escape the entity cramming without dying, they'll eventually pile up until they break your computer.
Checked with the "E" value. Looking around, at the lowest it's somewhere around 1/19 or around something like 11/32 at the highest, and this is all in hard difficulty. I never touched the /gamerule command but checking through them all everything seems to be as they should be. While I don't know exactly how spawners work, I don't hear any cluster of mob while I'm on the surfrance either.
I tried a few other things but nothing changed. I also tried /kill @e and that resulted in the "E: x/x" value to be even lower, as low as 0/4. Any ideas?
Quick check:
Make sure render distance is 10 chunks or better, unless they fixed that bug (which results in ghost hostile mobs occupying the mob cap.)
I don't know how that bug affects the E count.
Edit: from googling around, sounds like the render distance bug would give you a low E count.
Here, the last post says it's gotten worse in 19w09a
https://bugs.mojang.com/browse/MC-2536
They aren't ghosts, they're real mobs somewhere in the world that you can literally walk up to and kill. They are located in what are called lazy chunks, which prevents the processing of entities. Mobs cannot die because they can't take damage, crops don't grow, redstone doesn't operate and causes weird duplication exploits, and mobs cannot despawn.
The bug is that mob spawning is not an AI action and thus doesn't know about lazy chunks. Despawning is an AI action, and therefore has to follow a different set of rules when it comes to chunks. When render distance drops below 10, it creates a bigger zone of lazy chunks and therefore a bigger area in which to trap spawning mobs.
I suppose they could just change the rules for mob spawning so that mobs don't spawn in lazy chunks, but that would cause a few issues that need to be worked out for balance/playability within smaller render distances. For example, it could be a lot more dangerous to be in a dark area because mobs would end up spawning faster (smaller area to spawn in with the same cap size means more passes through the spawning cycle = more dense crowds of mobs). On the other side, it would be possible to set render distance too large and mobs would become too widespread to remain useful.
Update: Tried everything. Render distance set to 12, used x-ray to look underground, etc. Also tried loading in in l 1.13 release instead of snapshot, but obviously game just crashed. Still nothing... Any other suggestions?
Hopefully you tried 1.13.2 [1.13.0 & 1.13.1 were known to have issues with mobs spawning]
From the first post you appeared to be in a 1.14 snapshot, loading this inany version of 1.13 may also have caused issues. (Reverting worlds to an earlier version does not work well in general.)
You might try creating test worlds in both 1.13.3 & 19w11b usingthe seed and just hollowing out an appropriate volume in creative to see if the issue is with that specific world (ie possibly a file corruption issue) or common to worlds in the versions. [I doubt it would matter, but also checking a seed others have been successful with could eliminate another hypothetical issue.]
I'm also having the same problem, I re-created the world and mobs still don't spawn. I tested out other worlds and mobs spawn. I had my friend test the seed I had and mobs were spawning for him.
So it's not a seed problem but more of a world file maybe?
Here's my perspective
https://media.discordapp.net/attachments/341604215451287575/557848193316945930/2019-03-20_16.49.05.png?width=963&height=526
And here's a link of my friend's perspective
https://media.discordapp.net/attachments/341604215451287575/557858991712239616/unknown.png?width=963&height=542
I THINK I fixed the problem...
The save was probably broken by the unstable snapshot so I loaded the "broken" realm in the earlier recent snapshot, 19w03a at which point mobs spawned as normal, and then reloaded said realm in 19w11b. Then I entered "/kill @e" command to clear all mobs, and finally mobs spawned at they should.
Also, thanks to everyone who took the time to respond.
Not sure if this is still relevant, but my server that's currently in 1.14.4 is having a similar issue. Since day one (and we started in 1.14.4 after our old server bugged out and permanently crashed) we've had an issue of there being a distinct lack of mobs on the server with only one or two people on. We're in hard mode but often times mob farms are empty and our guardian farm won't spawn despite waiting fifteen minutes. Our old server we updated from previous versions but did not have this problem in 1.14.4. Is it possible that there is still some sort of underlying issue?
I'm not the server admin, just a moderator trying to help my server since no one knows why this is happening. Some days are better and you can use farms, but a lot of the time it's all empty. Everything seems to be in order without anything broken, except mobs aren't spawning...