So i have a problem with my singleplayer world. Recently there have been no hostile mobs at all (squids are not spawning either). when i first started the world i didn't have this problem, and it's only this one world that is messed up. he only mobs i found were Guardians and zombies from spawners. i have optifine installed but i tested my world without it, and the same problem, so i don't think that it has anything to do with it. i have cheats off so i can't do anything with that.
I’ve heard that if your render distance is below 10, mobs won’t spawn or will hardly spawn. I might be wrong though...
Or as the post above me suggests, perhaps you’re on Peaceful difficulty? Maybe you forgot to change it or so?
(Talking about this, I hope you aren’t trolling us of some sort...Sorry if this seems dumb, but we might not know.)
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Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
I’ve heard that if your render distance is below 10, mobs won’t spawn or will hardly spawn. I might be wrong though...
Nah, you're right. There's a glitch where mobs won't despawn properly below 10 render distance, so they stay in memory and count towards mob cap. At least to my understanding.
If zombies from spawners are spawning but nothing else really is, that makes me think you have /gamerule doMobSpawning set to false. I'm not sure if guardians are affected, but try /gamerule doMobSpawning true.
EDIT: I'm just now seeing cheats are off. Open the world to LAN with cheats on and you can bypass the "no cheats" restriction to test the gamerule.
There's a glitch where mobs won't despawn properly below 10 render distance, so they stay in memory and count towards mob cap. At least to my understanding.
This is a basic misunderstanding of the problem. The part about the mobs not despawning, that's entirely working as intended because mob AI is not at all being processed in a lazy chunk. Despawning is a mob-AI activity whereas mob spawning is not (it can't be an activity as there's no mob to choose it yet).
So, the real issue is that mobs are spawning in lazy chunks in the first place. This probably isn't a trivial fix, since the game isn't likely recording a specific property equating to chunk laziness; instead, it's figuring this out dynamically whenever the gameloop encounters an entity potentially-impacted by it. This means that a function that exists on a higher level won't be able to tell which loaded chunk is which (ie, lazy or active). While we could probably just force a despawn for a mob we detect as being in a lazy chunk, the spawner might just keep putting more mobs there endlessly and we end up with the same sort of situation as the old beyond-128-blocks mob spawning (causing more lag).
So i have a problem with my singleplayer world. Recently there have been no hostile mobs at all (squids are not spawning either). when i first started the world i didn't have this problem, and it's only this one world that is messed up. he only mobs i found were Guardians and zombies from spawners. i have optifine installed but i tested my world without it, and the same problem, so i don't think that it has anything to do with it. i have cheats off so i can't do anything with that.
All the help would be appreciated.
Are you on peaceful ? If not then i don't know
On which render distance are you playing?
I’ve heard that if your render distance is below 10, mobs won’t spawn or will hardly spawn. I might be wrong though...
Or as the post above me suggests, perhaps you’re on Peaceful difficulty? Maybe you forgot to change it or so?
(Talking about this, I hope you aren’t trolling us of some sort...Sorry if this seems dumb, but we might not know.)
Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
http://iwbtg.kayin.moe
Words of Warning: - You need a software (Clickteam Fusion 2) to run this game.
- The game will probably crash a lot.
- You will rage so much.
- This game is too easy for me. \_(^_^)_/
Nah, you're right. There's a glitch where mobs won't despawn properly below 10 render distance, so they stay in memory and count towards mob cap. At least to my understanding.
If zombies from spawners are spawning but nothing else really is, that makes me think you have /gamerule doMobSpawning set to false. I'm not sure if guardians are affected, but try /gamerule doMobSpawning true.
EDIT: I'm just now seeing cheats are off. Open the world to LAN with cheats on and you can bypass the "no cheats" restriction to test the gamerule.
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.
This is a basic misunderstanding of the problem. The part about the mobs not despawning, that's entirely working as intended because mob AI is not at all being processed in a lazy chunk. Despawning is a mob-AI activity whereas mob spawning is not (it can't be an activity as there's no mob to choose it yet).
So, the real issue is that mobs are spawning in lazy chunks in the first place. This probably isn't a trivial fix, since the game isn't likely recording a specific property equating to chunk laziness; instead, it's figuring this out dynamically whenever the gameloop encounters an entity potentially-impacted by it. This means that a function that exists on a higher level won't be able to tell which loaded chunk is which (ie, lazy or active). While we could probably just force a despawn for a mob we detect as being in a lazy chunk, the spawner might just keep putting more mobs there endlessly and we end up with the same sort of situation as the old beyond-128-blocks mob spawning (causing more lag).
I play on render distance 16, and my difficulty is on hard
So i tried changing the gamerule and it worked. i have no idea why it was changed, but thanks you all for the help