Foxes, wolves, ocelots, etc. kill off passive mobs too fast and passive mobs have absolutely no sane reaction to being hunted. They also respawn far too slowly. I'd like to suggest increasing the rate of passive mob spawns to something close to that of squids (versus guardians).
Alternately, make predators get full or give up and passive mobs able to escape or hide or fight back or outbreed them, and predators get sick or starve if they eat too many passives or don't eat for a while.
The issue with passive mobs spawning isn't their low spawn rate. It's that the passive mob cap only supports eight passive mobs at a time, so as long as eight are loaded, no more can spawn. You'd have to go off and find more instead. However, I don't know enough about the game's code to know what effect increasing this passive limit would have.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
The issue with passive mobs spawning isn't their low spawn rate. It's that the passive mob cap only supports eight passive mobs at a time, so as long as eight are loaded, no more can spawn. You'd have to go off and find more instead. However, I don't know enough about the game's code to know what effect increasing this passive limit would have.
The cap is actually 11 (the code uses 10 but it spawns mobs until it is exceeded) but that doesn't make any difference because there are typically around 150 or more passive mobs loaded at all times (mob counts are in the upper-left, where M is monster, P is passive, A is ambient, and W is water):
These also do not include spawn chunks (I disabled them and in either case I am also at world spawn), which can push the numbers into the 200-300 range, and higher render distances can load thousands of mobs (about 1500 at 32 chunks based on the second example, which is also a bit low due to part of the loaded area being in a desert) - the "E:" number is also not a reliable way to determine how many entities are loaded since most entities need to be within 80 blocks of a player to be sent to the client, even in singleplayer (the mob counts are server-side).
Also, while passive mobs only attempt to spawn once every 20 seconds this isn't actually that significant as even a Superflat world, with no mobs spawned during world generation, will likely have enough mobs spawn within the spawn chunks before you can leave them to inhibit spawning anywhere else (there are 225 chunks within the mob spawning area and each chunk attempts to spawn a pack of mobs, while the chance of successfully choosing the right layer is 1/63 for sea level terrain (a random y-coordinate between 0 and the highest layer is chosen), which amounts to about 3-4 successful pack spawns per cycle, easily enough to exceed the cap. The player can also only sprint 112 blocks in 20 seconds, about half the width of the mob spawn area).
Foxes, wolves, ocelots, etc. kill off passive mobs too fast and passive mobs have absolutely no sane reaction to being hunted. They also respawn far too slowly. I'd like to suggest increasing the rate of passive mob spawns to something close to that of squids (versus guardians).
Alternately, make predators get full or give up and passive mobs able to escape or hide or fight back or outbreed them, and predators get sick or starve if they eat too many passives or don't eat for a while.
The issue with passive mobs spawning isn't their low spawn rate. It's that the passive mob cap only supports eight passive mobs at a time, so as long as eight are loaded, no more can spawn. You'd have to go off and find more instead. However, I don't know enough about the game's code to know what effect increasing this passive limit would have.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
The cap is actually 11 (the code uses 10 but it spawns mobs until it is exceeded) but that doesn't make any difference because there are typically around 150 or more passive mobs loaded at all times (mob counts are in the upper-left, where M is monster, P is passive, A is ambient, and W is water):
These also do not include spawn chunks (I disabled them and in either case I am also at world spawn), which can push the numbers into the 200-300 range, and higher render distances can load thousands of mobs (about 1500 at 32 chunks based on the second example, which is also a bit low due to part of the loaded area being in a desert) - the "E:" number is also not a reliable way to determine how many entities are loaded since most entities need to be within 80 blocks of a player to be sent to the client, even in singleplayer (the mob counts are server-side).
Also, while passive mobs only attempt to spawn once every 20 seconds this isn't actually that significant as even a Superflat world, with no mobs spawned during world generation, will likely have enough mobs spawn within the spawn chunks before you can leave them to inhibit spawning anywhere else (there are 225 chunks within the mob spawning area and each chunk attempts to spawn a pack of mobs, while the chance of successfully choosing the right layer is 1/63 for sea level terrain (a random y-coordinate between 0 and the highest layer is chosen), which amounts to about 3-4 successful pack spawns per cycle, easily enough to exceed the cap. The player can also only sprint 112 blocks in 20 seconds, about half the width of the mob spawn area).
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?