Yes, I have read almost every report "similar" to the situation I'm in. I've tried almost every commented reply fix there was in those reports I read. (some I cannot because I don't understand coding...) But I have had no successful mob spawns. Natural Spawners alone are even worse. Only spawning 1-3 mobs every 10 mins or so.
I've been playing on Hard Mode for over a month now and maybe get 1 or 2 naturally spawned mobs (Zombies, Drowns, Skeletons. No Enderman, Silver Fish, Spiders, or Husks). It seems once the chunks have been loaded all natural spawning mobs just stop after a few in-game days. Even in caving systems. I don't even bother with torches anymore because mobs never spawn. The Phantoms don't seem to be affected at all. After the 3 days on Hard Mode; 5 or more spawn naturally. Each day I don't sleep more and more spawn. But I sleep to keep them away so other nightly mobs spawn (for mob farms). But lately I have to stay afk a lot longer then I want to just to get a few mobs to spawn so I can use the EXP to mend my tools. I've even built a guardian farm to gain more exp. When I first found the Sea Temple it was so hard to build the farm because of all the guardians that are there on Hard Mode. But I just finished the farm without any problem from any of the guardians because there was none. The funny thing was I didn't have any problem with the Elder Guardians because they had despawned. Even around the temple...there's no fish whatsoever. Not even Cod...
It's as if I'm playing on Peaceful Mode when I'm not.
Comments 4
Thank you for replying Urielsalis!
I didn't want to reply right away, I wanted to give your tip a try, but still it's doing the same thing all over again. As for the mob cap; I don't believe I've reached it. My natural spawners are a couple of chunks away, so they're not active, and the guardian farm is almost 10 chunks away from my base. I did originally have a good amount of cows. But I got rid of almost all of them and only down to about 8. I only have 3 dogs at my base including 6 villagers. I've even reduced the item frames, torches, mine carts, and anything else I could count towards the entity count. I don't play with a lot of chunks loaded; so the render distance is at 8 and sometimes 12.
As for the kill command. It took a lot of work to get the passive mobs to my island. Including the villagers/dogs/cows/turtles. I don't think I could run that command and kill everything off. Then I'd be at square 1 with starting all over.
Do you have another tip I could try?
Thank you!
I think the problem is that mobs that normally despawn because they are too far away from the player (fish that are not named or from buckets, most unamed hostile mobs with the exeptions of things like illagers and shulkers and stuff like that, unamed dolphins and squids, ect.) will not despawn if they are outside of the players loaded chunks like they are ment to. That is why, when you first create a world in 1.13+ (or in this case, when you load a world in 1.13+) mob spawning is somewhat lower, and overtime as you explore the world and load and unload other chunks, mob spawning gets lower and lower. The mobs in the players unloaded chunks do not despawn, similarly to dropped items (which is intended. Dropped items are ment to not despawn if they are in an unloaded chunk so you have time to get them). This causes the worlds mob caps (hostile mob cap, aquatic mob cap, ect.) to decrease the rate of mob spawns to keep the amount of mobs from going over their limit. I have seen this happen in a creative world I created in 1.13.1. It got so bad and so laggy that now I just play on peaceful mode, but aquatic mobs still make things a bit laggy. There are multiple ways to test this therory. One way is to go into a creative singleplayer world and spawn a hostile mob in a small cage, with a top on it if you are spawning a mob that can burn in sunlight. Do not name the mob or give it any items. Then, fly so far away from it that the chunk the cage is in is no longer in a loaded chunk. Switch to peaceful mode, then unpause the game, then pause the game and switch back to any difficulty other than peaceful. Go back over to the cage. The mob should still be there, and if it's not do the test again but go further away. Switching to peaceful mode is ment to kill every hostile monster (exept shulkers, illagers in unloaded chunks, the Ender Dragon, stuff like that) but it did not kill the mob in the cage, like it would in 1.12.2. Another way to test this is to go into a singleplayer creative world, go into a biome where strays don't naturally spawn, create a cage with a top on it, if it's not already advance the time to the begining of the night, and then spawn a stray. Fly away from the cage until its chunk is outside your loaded chunks. Wait until there is enough daylight that all of the surface monsters have already burned or despawned (a good time would be the middle of the day), then fly very quickly or teleport to the stray in its cage. You will see that the stray has not despawned because it was outside of your loaded chunks, and also other monsters that might have spawned near the cage are also still there and have probably only just started burning once you loaded the chunk. Mobs that don't despawn like this one still count for the hostile mob cap, even though they should just despawn, lowering the amount of mobs that spawn in your loaded chunks. Also for the command you can type /kill @e[type=zombie,type=skeleton,type=creeper,type=drowned] and you can keep adding ",type=" things for what you want to kill.
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I really hope Mojang fixes this bug because it ruins the point of survival when hostile mob spawning is this broken.
Maybe you are reaching the mob cap, can you try setting Peaceful mode on and the off or running /kill @e(warning, this command will kill you too)?
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