First of all do not mind the cheats I got on, had to install them to look at the entities.
So when I'm at my afk platform 128 blocks higher than my mob farm, mobs will freeze down in the collection system, they will not move or die, they just stay there until I get close enough then just explode into all directions(doesn't matter that I have some walls), those green things are the mobs just frozen down there.
And this is what happens when I get close:
All the mobs just disperse away, happens the same on my guardian farm, they won't move unless I get too close, but I lose efficency when I do that.
Then why does all the people say that the afk platform has to be 128 blocks higher, if for example I'm in my guardian farm and not at 128 blocks higher, my farm doesn't spawn guardians where I want them to, but in the video they would with no problem, no idea then why all the youtubers have no problem with this :/
It might have something to do with Mob spawning distances
According to the Wiki (https://minecraft.gamepedia.com/Spawn#Despawning) there's a picture showing Spawning/Despawning distances which shows "based on a Spherical regions centered on the player" these distances
16m (blocks) - Inside Mob spawners active
24m (blocks) - Outside, Mobs will spawn randomly
32 m (blocks) - Outside, Mobs don't move and can despawn randomly
12m (blocks) Outside, Mobs despawn immediately
I'm assuming your collection zone is somewhere between 32 blocks to 128 blocks away from your AFK spot, meaning the mobs will fall down & won't move (plus some may despawn at random times) until you get within 32 blocks away & thats when they start to move & because they're were all in one spot original then they 'bump' against each other & glitch through the walls/'explode'...
What type of 'collection system' do you have.. is it just a platform with walls and all mobs are squeezed into one spot & not being killed automatically ??
EDIT: someone beat me to it while I was typing..
Anyway the 'haveafk 128 blocks away' stuff is basically means you build the farms 128 blocks away from any OTHER possible spawn locations to give your spawning platforms the best efficiency.
So you build your afk platform in the sky @ 129, mobs on the ground will not be able to spawn giving your platforms (which should be within the 32blk) a higher spawn rate
It's not that they not move, they're frozen, if I use a water stream to move them they will, but if i'm far enough not even that works, they just stand there ignoring everything until i get 10 blocks closer, and thats when they all "explode", the collection zone is a 5x5 with hoppers on the grounds, another example is my guardian farm, if i'm at the platform they will spawn but not move, note that I have soulsand pushing them up in the water, I have to once more get close to them to move, not to spawn, but to move, and that's when all the other guardians spawn elsewhere, but in the video I saw, he had no problem with the spawns at all.
I noticed that you are on a server, which may explain the issue; many servers, even otherwise vanilla, use plugins like Spigot for optimization purposes and if they stop ticking entities past a certain distance then they will completely freeze, even to external forces like water (vanilla only disables their "wander" AI; they will otherwise function normally, including moving to/attacking a target, e.g. zombies, endermen, or ghasts, which all have aggro ranges greater than 32 blocks. This is also not supposed to happen until 5 seconds have elapsed*, which is how mob farms that rely on mobs stepping of the spawn platform work. The exception is if they go into "lazy chunks", then they completely freeze but that is only based on horizontal distance).
*I have no idea if this has changed since 1.6.4 but this version checks if the "age" of an entity is 100 ticks (5 seconds) or greater and if so it doesn't execute the "wander" AI (the age is set to 0 when they are within 32 blocks of a player or they are persistent, including holding an item they picked up):
public class EntityAIWander extends EntityAIBase
{
public boolean shouldExecute()
{
if (this.entity.getAge() >= 100)
{
return false;
}
Thanks for the answer! I tried also playing in solo and the same happened.
I wondered the same about "lazy chunks" but as you said is based on horizontal distance, the server is full vanilla, no spigot no plugins, I don't know if this will help but my spawnchunks also stopped being charged.
About the 1.6.4 thing you mentioned I have no idea
I hear you on this issue. Same problem here. What’s happening is not normal despawn behavior or anything else. Mobs freeze when I’m close to them too. I’ve spent hours transporting withers from them nether and waiting for lighting so I can hit them with a charged creeper...anyhow been waiting a couple Minecraft days and the creepers keep freezing so I have to quit and come back in the game. The other way I did it while in the nether is fly further than 44 blocks.
First of all do not mind the cheats I got on, had to install them to look at the entities.
So when I'm at my afk platform 128 blocks higher than my mob farm, mobs will freeze down in the collection system, they will not move or die, they just stay there until I get close enough then just explode into all directions(doesn't matter that I have some walls), those green things are the mobs just frozen down there.
And this is what happens when I get close:
All the mobs just disperse away, happens the same on my guardian farm, they won't move unless I get too close, but I lose efficency when I do that.
I have no idea why this happens :/
Thanks for answering
Then why does all the people say that the afk platform has to be 128 blocks higher, if for example I'm in my guardian farm and not at 128 blocks higher, my farm doesn't spawn guardians where I want them to, but in the video they would with no problem, no idea then why all the youtubers have no problem with this :/
It might have something to do with Mob spawning distances
According to the Wiki (https://minecraft.gamepedia.com/Spawn#Despawning) there's a picture showing Spawning/Despawning distances which shows "based on a Spherical regions centered on the player" these distances
16m (blocks) - Inside Mob spawners active
24m (blocks) - Outside, Mobs will spawn randomly
32 m (blocks) - Outside, Mobs don't move and can despawn randomly
12m (blocks) Outside, Mobs despawn immediately
I'm assuming your collection zone is somewhere between 32 blocks to 128 blocks away from your AFK spot, meaning the mobs will fall down & won't move (plus some may despawn at random times) until you get within 32 blocks away & thats when they start to move & because they're were all in one spot original then they 'bump' against each other & glitch through the walls/'explode'...
What type of 'collection system' do you have.. is it just a platform with walls and all mobs are squeezed into one spot & not being killed automatically ??
EDIT: someone beat me to it while I was typing..
Anyway the 'haveafk 128 blocks away' stuff is basically means you build the farms 128 blocks away from any OTHER possible spawn locations to give your spawning platforms the best efficiency.
So you build your afk platform in the sky @ 129, mobs on the ground will not be able to spawn giving your platforms (which should be within the 32blk) a higher spawn rate
It's not that they not move, they're frozen, if I use a water stream to move them they will, but if i'm far enough not even that works, they just stand there ignoring everything until i get 10 blocks closer, and thats when they all "explode", the collection zone is a 5x5 with hoppers on the grounds, another example is my guardian farm, if i'm at the platform they will spawn but not move, note that I have soulsand pushing them up in the water, I have to once more get close to them to move, not to spawn, but to move, and that's when all the other guardians spawn elsewhere, but in the video I saw, he had no problem with the spawns at all.
I noticed that you are on a server, which may explain the issue; many servers, even otherwise vanilla, use plugins like Spigot for optimization purposes and if they stop ticking entities past a certain distance then they will completely freeze, even to external forces like water (vanilla only disables their "wander" AI; they will otherwise function normally, including moving to/attacking a target, e.g. zombies, endermen, or ghasts, which all have aggro ranges greater than 32 blocks. This is also not supposed to happen until 5 seconds have elapsed*, which is how mob farms that rely on mobs stepping of the spawn platform work. The exception is if they go into "lazy chunks", then they completely freeze but that is only based on horizontal distance).
*I have no idea if this has changed since 1.6.4 but this version checks if the "age" of an entity is 100 ticks (5 seconds) or greater and if so it doesn't execute the "wander" AI (the age is set to 0 when they are within 32 blocks of a player or they are persistent, including holding an item they picked up):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Thanks for the answer! I tried also playing in solo and the same happened.
I wondered the same about "lazy chunks" but as you said is based on horizontal distance, the server is full vanilla, no spigot no plugins, I don't know if this will help but my spawnchunks also stopped being charged.
About the 1.6.4 thing you mentioned I have no idea
Still haven't found anything to fix this :/
I hear you on this issue. Same problem here. What’s happening is not normal despawn behavior or anything else. Mobs freeze when I’m close to them too. I’ve spent hours transporting withers from them nether and waiting for lighting so I can hit them with a charged creeper...anyhow been waiting a couple Minecraft days and the creepers keep freezing so I have to quit and come back in the game. The other way I did it while in the nether is fly further than 44 blocks.