I’ve spent the last (in-game) week hunting for Endermen in the desert at night, but have found that even after:
1) Triple-checking that I’m not on peaceful
2) Lighting up every cave (seriously, every cave) nearby
3) Pillaring up 25 blocks from the ground
only 1-2 mobs will spawn per five minutes, or less. If I leave my surveillance post and run around the desert, eventually more mobs will spawn, but I remember watching a tutorial where all the guy had to do was stand in place (in my same conditions, vanilla and all) and multiple mob groups spawned nearby.
I’d love to make an enderman farm in the end, but I haven’t unlocked it yet. Hence the need for enderpearls to make eyes of ender to find and fill the portal.
Do you have your render distance set to at least 10 chunks?
Not sure if they've fixed it yet, but it used to be that the hostile mob spawn rate was drastically lower if you had a lower render distance than that.
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Hey. This will probably annoy you if you are trying to scroll down the page.
Do you have your render distance set to at least 10 chunks?
Not sure if they've fixed it yet, but it used to be that the hostile mob spawn rate was drastically lower if you had a lower render distance than that.
Do you have your render distance set to at least 10 chunks?
Not sure if they've fixed it yet, but it used to be that the hostile mob spawn rate was drastically lower if you had a lower render distance than that.
This is most likely the issue, especially if mobs spawn normally as long as you keep moving around but rates quickly drop once you stop moving (the issue is that entities are only actively ticked if a 5x5 chunk area around them is loaded, and since 128 blocks is 8 chunks this means that the view/render distance must be at least 10 (8 + 2) for them to not freeze before reaching the 128 block limit, where they will never despawn but still count to the cap as long as the chunk they are in is loaded. F3 will not count them either unless they are within 80 blocks, the distance within which the server (internal server in singleplayer) sends entity data for most mobs to the client):
MC-42053 Low mob spawn rates on low render distances (MC-2536 has always been in the game but only became an issue in singleplayer after 1.7.4 made the server view distance the same as render distance; before then the internal server had a fixed view distance of 10, which could have been made the minimum to avoid this issue as well as allow higher render distances to work correctly, which is exactly how Optifine for 1.6.4 works)
Also, I'm highly skeptical that mobs spawning in caves would nearly inhibit surface spawns (based on my experience in 1.6.4, including mods that increase cave density, which is already higher than in 1.7+, significantly so in denser areas, including larger, more open caves (the mob spawning algorithm favors large flat areas for optimal spawn rates as mobs within a pack only spawn at a single elevation; spiders also need a 3x3 area to spawn, making them much less common than other common mobs despite having the same weight, and reducing overall spawn rates).
Do you have your render distance set to at least 10 chunks?
Not sure if they've fixed it yet, but it used to be that the hostile mob spawn rate was drastically lower if you had a lower render distance than that.
This is most likely the issue, especially if mobs spawn normally as long as you keep moving around but rates quickly drop once you stop moving (the issue is that entities are only actively ticked if a 5x5 chunk area around them is loaded, and since 128 blocks is 8 chunks this means that the view/render distance must be at least 10 (8 + 2) for them to not freeze before reaching the 128 block limit, where they will never despawn but still count to the cap as long as the chunk they are in is loaded. F3 will not count them either unless they are within 80 blocks, the distance within which the server (internal server in singleplayer) sends entity data for most mobs to the client):
MC-42053 Low mob spawn rates on low render distances (MC-2536 has always been in the game but only became an issue in singleplayer after 1.7.4 made the server view distance the same as render distance; before then the internal server had a fixed view distance of 10, which could have been made the minimum to avoid this issue as well as allow higher render distances to work correctly, which is exactly how Optifine for 1.6.4 works)
Also, I'm highly skeptical that mobs spawning in caves would nearly inhibit surface spawns (based on my experience in 1.6.4, including mods that increase cave density, which is already higher than in 1.7+, significantly so in denser areas, including larger, more open caves (the mob spawning algorithm favors large flat areas for optimal spawn rates as mobs within a pack only spawn at a single elevation; spiders also need a 3x3 area to spawn, making them much less common than other common mobs despite having the same weight, and reducing overall spawn rates).
You guys are right! I raised my render distance and suddenly way more mobs would spawn at night. (Only saw one enderman, alas). Thanks a ton for your help
I’ve spent the last (in-game) week hunting for Endermen in the desert at night, but have found that even after:
1) Triple-checking that I’m not on peaceful
2) Lighting up every cave (seriously, every cave) nearby
3) Pillaring up 25 blocks from the ground
only 1-2 mobs will spawn per five minutes, or less. If I leave my surveillance post and run around the desert, eventually more mobs will spawn, but I remember watching a tutorial where all the guy had to do was stand in place (in my same conditions, vanilla and all) and multiple mob groups spawned nearby.
Not sure if bug or am missing some slight issue.
If you need enderpearls? I suggest just going to the end and make a enderfarm there. Hostile mobs require you to be 24+ blocks away in order to spawn
I’d love to make an enderman farm in the end, but I haven’t unlocked it yet. Hence the need for enderpearls to make eyes of ender to find and fill the portal.
Do you have your render distance set to at least 10 chunks?
Not sure if they've fixed it yet, but it used to be that the hostile mob spawn rate was drastically lower if you had a lower render distance than that.
Most likely there are mobs underground in caves.
You should light up as many underground caves as possible (especially within 32 blocks of where you are waiting.)
Or you could run around a lot to help mobs despawn. Try making a circuit with safe huts 50-100 blocks apart in a circle.
I haven’t tried it yet, testing it out now.
I checked *every* cave, my dude. I used the minecart-leafblock glitch to see through the ground and find all nearby caves.
If the above chunk rendering method doesn’t work, I’ll try your circuit idea.
This is most likely the issue, especially if mobs spawn normally as long as you keep moving around but rates quickly drop once you stop moving (the issue is that entities are only actively ticked if a 5x5 chunk area around them is loaded, and since 128 blocks is 8 chunks this means that the view/render distance must be at least 10 (8 + 2) for them to not freeze before reaching the 128 block limit, where they will never despawn but still count to the cap as long as the chunk they are in is loaded. F3 will not count them either unless they are within 80 blocks, the distance within which the server (internal server in singleplayer) sends entity data for most mobs to the client):
MC-2536 View distance affects mob spawning
MC-42053 Low mob spawn rates on low render distances (MC-2536 has always been in the game but only became an issue in singleplayer after 1.7.4 made the server view distance the same as render distance; before then the internal server had a fixed view distance of 10, which could have been made the minimum to avoid this issue as well as allow higher render distances to work correctly, which is exactly how Optifine for 1.6.4 works)
Also, I'm highly skeptical that mobs spawning in caves would nearly inhibit surface spawns (based on my experience in 1.6.4, including mods that increase cave density, which is already higher than in 1.7+, significantly so in denser areas, including larger, more open caves (the mob spawning algorithm favors large flat areas for optimal spawn rates as mobs within a pack only spawn at a single elevation; spiders also need a 3x3 area to spawn, making them much less common than other common mobs despite having the same weight, and reducing overall spawn rates).
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?
You guys are right! I raised my render distance and suddenly way more mobs would spawn at night. (Only saw one enderman, alas). Thanks a ton for your help
Woops! I should really read the post thoroughly before responding. Sorry - ha.