Is this a known thing? Will it be fixed? The Nether is heavily affected by it because eventually it'll be littered with zombie pigmen that don't despawn because there is not enough light and other enemies that I've fought but fell down into lava = also don't despawn because of the persistancy tag, Eventually, there's absolutely nothing spawning inside of Nether Fortresses simply because the spawn limit has been reached by enemies that will not despawn on their own even if I walk away.
My current workaround is going into Peaceful, running through the area where I think mobs should spawn in to force despawn all the other mobs and then switching back to my desired difficulty level to get mobs to spawn in again. Why is it that I need to go to peaceful every once in a while just so that mobs can spawn in again? Why is the game unable to handle it without user input? I don't get it.
Or is it possible that this is supposed to happen so that if you keep killing mobs in the same area, eventually they'll spawn somewhere else where you might not find them, resulting in you effectively being able to clear out a place entirely.
I don't really like it because I don't really feel like having to go and find another Nether Fortress just because the one I originally found was "Cleared".
Some proof that spawning is broken as well. This is what happens when you use the TP command on a repeating command block. Go a good bit away from the command block and mobs will happily spawn in because the density check says: Yup, can spawn. The game doesn't even care about the fact that there's already a ton of naturally spawned enemies within the simulation range of the player.
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there was a thread a few days ago concerning issues with nether fortress spawns. i hadnt considered this was due to the spawn cap getting maxed out.... that would explain the weird spawn functioning of my blaze spawners... i duno.
there was a thread a few days ago concerning issues with nether fortress spawns. i hadnt considered this was due to the spawn cap getting maxed out.... that would explain the weird spawn functioning of my blaze spawners... i duno.
It is because of the cap. That wouldn't be a huge problem if mobs could actually despawn on their own again like they do in Java. Now I'm not one to say that Java is better in every aspect, or that I dislike change, but this particular aspect is creating problems.
I mean, for some reason, the developers behind the Bedrock version of Minecraft decided it was a good idea to apply the persistency tag to all mobs that ever interacted with the player in any way (including just being aggrod), only allowing mobs to despawn when in lit areas (Not really happening in the Nether) and no instant despawn when being a certain distance away. That means that it is possible to have a persistent mob in a practically unreachable area, like when you push Zombie Pigmen or Magma Cubes into lava (They'll just sink and you can basically not kill them anymore) and then that mob counts towards the mob count preventing mobs to spawn in. For some reason, it is so by design but if I have to go into Peaceful just to reset all the mobs and actually have fresh spawns, then I'll consider it a bug unless someone can explain to me why it is like that.
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rofl whu... as far as i know they are suposed to despawn and shouldnt be tagged to become persistent... were you able to verify that this is whats happening? if so it should be reported on the bug tracker. i think.... i mean... why would they do that on purpose considering all the issues you noted? or at least i dont remeber that ever being the norm...
also, the recently posted slime thread sounds weirdly similar to this issue... dunno.
rofl whu... as far as i know they are suposed to despawn and shouldnt be tagged to become persistent... were you able to verify that this is whats happening? if so it should be reported on the bug tracker. i think.... i mean... why would they do that on purpose considering all the issues you noted? or at least i dont remeber that ever being the norm...
also, the recently posted slime thread sounds weirdly similar to this issue... dunno.
https://minecraft.gamepedia.com/Spawn#Bedrock_Edition It even says so on the wiki which is how I originally figured out that this is how it worked and you can verify it by punching a creeper, then placing fences around him so he can't escape. He will never despawn on his own.
Apparently, simply touching a mob will cause it to be persistent, and hostile mobs generally don't despawn unless they're in an area where the light level is higher than 8. Now imagine the Nether which is basically a huge underground dimension with a ton of unlit caves where mobs could spawn and you have the problem of mobs eventually not despawning. If I punch a Zombie Pigman into lava, he'll become persistent due to me attacking him and because he's undead, he'll sink and probably never even drown.
So with this being something that people should know about, how come this hasn't been fixed already? It literally creates the problem of mob littering by giving mobs the persistency tag even if the player does not want this. The only good thing about the overworld when it comes to this is that there's mobs spawning in caves having their own cap and then mobs spawning on the surface also with their own cap, so it isn't really possible to keep killing surface mobs and have them respawn in caves where you might not reach them any time soon.
Truth is the spawn, despawn system in bedrock is total and utter garbage. The whole system really needs an overhaul and should return back to its roots in java. Its tried and tested, it not only works it works well.
We don't need surface and cave spawns, this is only put in place, because they knew that with this system mobs would get stuck in areas and never despawn, and because of that they wanted some mobs to be able to spawn at night, as a result, they split mobs into two different categories, surface and cave, this does nothing but complicate something that should be simple.
Mobs should despawn unless they are tagged, or picked up some equipment or items. The further away a mob is the more likely it should despawn. However the devs will never return to this system because it has one fatal flaw, and that is it would allow the construction of mob farms that actually work like most java mob farms once again, and they don't want us farming mobs in this respect.
Minecraft has thrived and grew on console, and bedrock in 2 years pretty much managed to kill off a large portion of its player base. What remains are young kids and the die-hard ones which will not let go. It's sad really, the game just kept growing and growing, until we got this bedrock crap which caters to too many platforms.
Mobs should despawn unless they are tagged, or picked up some equipment or items. The further away a mob is the more likely it should despawn. However the devs will never return to this system because it has one fatal flaw, and that is it would allow the construction of mob farms that actually work like most java mob farms once again, and they don't want us farming mobs in this respect.
I don't see how mobs being persistent as soon as they spot you or as soon as you touch them would have any effect on how well mob farms work. I also don't see how this would be the only solution to the problem. Mobs don't drop XP if they haven't been hit by the player a few seconds before they die, and certain mobs will never drop their items (Phantoms) if they die without being killed by the player. Making it so that the player actually has to kill the mob for them to drop something would pretty much solve the problem without having a flawed spawning system.
The density check is another topic entirely because the low mob count also makes farm less effective, however mobs never despawning + the game not really caring about the total amount of active mobs means you can end up with a small puddle of water that has a ton of drowned in it. Maybe it does try to cater to too many platforms, however I don't see this as a performance friendly way of doing it. I generally like Bedrock for a variety of reasons but this way of handling mobs is actually creating issues in normal gameplay.
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mobs shouldnt be persistent unless you directly interact with them. they should be despawning once you move beyond a certain distance; 54m apparently. light level is only a despawn factor if they are under 54m spherical distance.
it cant be intended that allll the listed despawn factors be met... for all the reasons being mentioned. or more acutely, if that is the case, then mobs do effectively have permanence.
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This is one of the few issues that i dont really like about spawning rules.. the fact that most mobs like sheep, pigs, chickens etc. Never despawn.. ive tried killing off as many as i see or come into contact with but.. To no avail. The same passive mobs spawn again.
Im trying to just look past it and build multiple bases throughout my world, at least 1,000 blocks or more away from spawn point.
I do wish it was more like Java but then.. It wouldn't be Bedrock. XD
I hate that the forums are going to be archived soon.. I will really miss this place.. And all of you guys. <3
Then simply don't play the Bedrock version. It's your choice. Nobody forced you. Just play the Java version.
Its funny that you say that, as we were forced over to bedrock when they decided not to continue supporting 4J's version which in a lot of ways was vastly superior to bedrock crap. Mark my words bedrock version is killing Minecraft on console, and pc. The only thing it has going for it is that it works on mobile devices and supports servers. In every other aspect, it pales in comparison. I do play the java version, but it's so much more convenient to play on console. I've played with alot of people on console, and almost no one is playing it anymore because they don't like the changes that were made to the game. They made lots of promises to get us playing it and then broke most of them. The FAQ clearly stated that it would be a direct port with exception to redstone mechanics which would run the way the devs meant it to run. Since then they have altered mob spawning/despawning, wither behaivor, altered village mechanics, and I could go on and on and on about the bugs they keep ignoring, but they sure can push and fix mechanics that lead to making the market place work.
Its funny that you say that, as we were forced over to bedrock when they decided not to continue supporting 4J's version
What are you talking about exactly? Java still gets updates, so I'd say it is still supported and you can still play it just fine so what you say with "Forced" is nonsense.
Is this a known thing? Will it be fixed? The Nether is heavily affected by it because eventually it'll be littered with zombie pigmen that don't despawn because there is not enough light and other enemies that I've fought but fell down into lava = also don't despawn because of the persistancy tag, Eventually, there's absolutely nothing spawning inside of Nether Fortresses simply because the spawn limit has been reached by enemies that will not despawn on their own even if I walk away.
My current workaround is going into Peaceful, running through the area where I think mobs should spawn in to force despawn all the other mobs and then switching back to my desired difficulty level to get mobs to spawn in again. Why is it that I need to go to peaceful every once in a while just so that mobs can spawn in again? Why is the game unable to handle it without user input? I don't get it.
Or is it possible that this is supposed to happen so that if you keep killing mobs in the same area, eventually they'll spawn somewhere else where you might not find them, resulting in you effectively being able to clear out a place entirely.
I don't really like it because I don't really feel like having to go and find another Nether Fortress just because the one I originally found was "Cleared".
https://i.imgur.com/5kv03Pl.png
Some proof that spawning is broken as well. This is what happens when you use the TP command on a repeating command block. Go a good bit away from the command block and mobs will happily spawn in because the density check says: Yup, can spawn. The game doesn't even care about the fact that there's already a ton of naturally spawned enemies within the simulation range of the player.
there was a thread a few days ago concerning issues with nether fortress spawns. i hadnt considered this was due to the spawn cap getting maxed out.... that would explain the weird spawn functioning of my blaze spawners... i duno.
It is because of the cap. That wouldn't be a huge problem if mobs could actually despawn on their own again like they do in Java. Now I'm not one to say that Java is better in every aspect, or that I dislike change, but this particular aspect is creating problems.
I mean, for some reason, the developers behind the Bedrock version of Minecraft decided it was a good idea to apply the persistency tag to all mobs that ever interacted with the player in any way (including just being aggrod), only allowing mobs to despawn when in lit areas (Not really happening in the Nether) and no instant despawn when being a certain distance away. That means that it is possible to have a persistent mob in a practically unreachable area, like when you push Zombie Pigmen or Magma Cubes into lava (They'll just sink and you can basically not kill them anymore) and then that mob counts towards the mob count preventing mobs to spawn in. For some reason, it is so by design but if I have to go into Peaceful just to reset all the mobs and actually have fresh spawns, then I'll consider it a bug unless someone can explain to me why it is like that.
rofl whu... as far as i know they are suposed to despawn and shouldnt be tagged to become persistent... were you able to verify that this is whats happening? if so it should be reported on the bug tracker. i think.... i mean... why would they do that on purpose considering all the issues you noted? or at least i dont remeber that ever being the norm...
also, the recently posted slime thread sounds weirdly similar to this issue... dunno.
https://minecraft.gamepedia.com/Spawn#Bedrock_Edition It even says so on the wiki which is how I originally figured out that this is how it worked and you can verify it by punching a creeper, then placing fences around him so he can't escape. He will never despawn on his own.
Apparently, simply touching a mob will cause it to be persistent, and hostile mobs generally don't despawn unless they're in an area where the light level is higher than 8. Now imagine the Nether which is basically a huge underground dimension with a ton of unlit caves where mobs could spawn and you have the problem of mobs eventually not despawning. If I punch a Zombie Pigman into lava, he'll become persistent due to me attacking him and because he's undead, he'll sink and probably never even drown.
So with this being something that people should know about, how come this hasn't been fixed already? It literally creates the problem of mob littering by giving mobs the persistency tag even if the player does not want this. The only good thing about the overworld when it comes to this is that there's mobs spawning in caves having their own cap and then mobs spawning on the surface also with their own cap, so it isn't really possible to keep killing surface mobs and have them respawn in caves where you might not reach them any time soon.
Truth is the spawn, despawn system in bedrock is total and utter garbage. The whole system really needs an overhaul and should return back to its roots in java. Its tried and tested, it not only works it works well.
We don't need surface and cave spawns, this is only put in place, because they knew that with this system mobs would get stuck in areas and never despawn, and because of that they wanted some mobs to be able to spawn at night, as a result, they split mobs into two different categories, surface and cave, this does nothing but complicate something that should be simple.
Mobs should despawn unless they are tagged, or picked up some equipment or items. The further away a mob is the more likely it should despawn. However the devs will never return to this system because it has one fatal flaw, and that is it would allow the construction of mob farms that actually work like most java mob farms once again, and they don't want us farming mobs in this respect.
Minecraft has thrived and grew on console, and bedrock in 2 years pretty much managed to kill off a large portion of its player base. What remains are young kids and the die-hard ones which will not let go. It's sad really, the game just kept growing and growing, until we got this bedrock crap which caters to too many platforms.
I don't see how mobs being persistent as soon as they spot you or as soon as you touch them would have any effect on how well mob farms work. I also don't see how this would be the only solution to the problem. Mobs don't drop XP if they haven't been hit by the player a few seconds before they die, and certain mobs will never drop their items (Phantoms) if they die without being killed by the player. Making it so that the player actually has to kill the mob for them to drop something would pretty much solve the problem without having a flawed spawning system.
The density check is another topic entirely because the low mob count also makes farm less effective, however mobs never despawning + the game not really caring about the total amount of active mobs means you can end up with a small puddle of water that has a ton of drowned in it. Maybe it does try to cater to too many platforms, however I don't see this as a performance friendly way of doing it. I generally like Bedrock for a variety of reasons but this way of handling mobs is actually creating issues in normal gameplay.
mobs shouldnt be persistent unless you directly interact with them. they should be despawning once you move beyond a certain distance; 54m apparently. light level is only a despawn factor if they are under 54m spherical distance.
https://minecraft.gamepedia.com/Spawn#Bedrock_Edition_2
it cant be intended that allll the listed despawn factors be met... for all the reasons being mentioned. or more acutely, if that is the case, then mobs do effectively have permanence.
This is one of the few issues that i dont really like about spawning rules.. the fact that most mobs like sheep, pigs, chickens etc. Never despawn.. ive tried killing off as many as i see or come into contact with but.. To no avail. The same passive mobs spawn again.
Im trying to just look past it and build multiple bases throughout my world, at least 1,000 blocks or more away from spawn point.
I do wish it was more like Java but then.. It wouldn't be Bedrock. XD
I hate that the forums are going to be archived soon.. I will really miss this place.. And all of you guys. <3
Then simply don't play the Bedrock version. It's your choice. Nobody forced you. Just play the Java version.
Its funny that you say that, as we were forced over to bedrock when they decided not to continue supporting 4J's version which in a lot of ways was vastly superior to bedrock crap. Mark my words bedrock version is killing Minecraft on console, and pc. The only thing it has going for it is that it works on mobile devices and supports servers. In every other aspect, it pales in comparison. I do play the java version, but it's so much more convenient to play on console. I've played with alot of people on console, and almost no one is playing it anymore because they don't like the changes that were made to the game. They made lots of promises to get us playing it and then broke most of them. The FAQ clearly stated that it would be a direct port with exception to redstone mechanics which would run the way the devs meant it to run. Since then they have altered mob spawning/despawning, wither behaivor, altered village mechanics, and I could go on and on and on about the bugs they keep ignoring, but they sure can push and fix mechanics that lead to making the market place work.
What are you talking about exactly? Java still gets updates, so I'd say it is still supported and you can still play it just fine so what you say with "Forced" is nonsense.