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MC-170840

Broken spawn rates in soul sand valleys and warped forests

Spawn rates for certain mobs are way too high in the warped forest and soul sand valley. This causes the following problems:

  • Warped forests spawn as many endermen as the End dimension itself

  • Soul sand valleys spawn too many ghasts, at least ten times more than nether wastes or basalt deltas. (with rough estimates, soul sand valleys usually have 5 ghasts, while nether wastes and basalt deltas sometimes have a ghast)

  • Soul sand valley ghast spawn rate breaks other mob spawning as well. As ghast spawn attempts fail, endermen and fortress mobs build up and spawn way more than usual. This event doesn't happen in other biomes, so it's definitely the ghasts.

Linked issues

MC-174269 in hard mode a massive amout of ghast spawn Resolved MC-170821 Mobs spawning in unnaturally large groups, in the Nether. Resolved MC-170856 High Enderman Spawn Rates In Warped Forests Resolved MC-170861 Hoglins spawn rate seem to be too high Resolved MC-170864 Too many endermen spawning in the Nether Resolved

Attachments

Comments 27

The snapshot post says Warped Forests are the least hostile place of the nether, so perhaps this is intentional. It also mentions skeletons in the soulsand valley biome. In my opinion the increased ghast spawnrate fits well with the soulsand valley, and I think the only thing that's a bug here is the enderman spawn rate in the warped forest being absurdly high.

The types of mobs that spawns are correct, but the rates are not.

They also spawn in very small areas. Which makes them not able to move at all (stuck).

[media]

Since the spawn rate for endermen, ghasts and hoglins are increased in the new biomes, I'm starting to notice that magma cubes spawning is very low. Not sure if the spawn rate for magma cubes was like this before or it got lower in the 20w06a snapshot.

From my testing, when killing all nether mobs except magma cubes, magma cubes appear to only spawn in nether wastes and fortresses.

Here is the list of mobs that spawn in each nether biome (without fortresses):

  • Nether Wastes: endermen, ghasts, zombie pigmen, magma cubes

  • Soul Sand Valley: endermen, ghasts, skeletons

  • Crimson Forest: zombie pigmen, hoglins (is the only place in Minecraft that does not spawn endermen)

  • Warped Forest: endermen

The best example of this bug is endermen in the warped forest; because only endermen spawn there, they completely fill the mob cap, causing a ton of endermen to spawn. One way to fix this would be to make a mob cap for each mob, for example, only up to 10 endermen can spawn in the nether. This could make mob spawning more balanced without having a complete overhaul.

17 more comments

*Challenging is one thing.

Cannot reproduce for warped forests in 20w17a, as I have never found one with a radius any greater than 100 blocks (this prevents endermen from spawning as if they were in the end, awesome change assuming it's not a bug).

Edit: I have recently reproduced for the warped forest, but it's very rare to get as many endermen as the end dimension itself. Also it doesn't seem unbalanced anymore because warped forests are a lot more rare. The biome rarity changes weren't mentioned in the changelog for 20w17a so I'm leaving warped forests in this ticket.

Edit 2: Warped forests being too small is MC-179944.

As someone who usually enjoys the combat (even though I am poor at it), the number of ghasts is irritating because: 

  1. Ghast are so loud even when not attacking you their idle noises are some of the loudest in the game so many Ghast are VERY noisy,

  2. With the number of Ghasts looking around is an occupational hazard,

  3. being hit with three fireballs in a row is mildly annoying and can get your stuff burnt  upon death.

  4. They make exploring substantially more tedious, especially if you're trying to cross a gap

and the spawn rate of enemies in Bastions that are in Soul Sand Valleys make traversal cumbersome 

I've encountered this problem. I would also add that mob spawning of any kind of mob has been insanely high in the snapshots. I'm finding groups of twenty squid all spawned in the same 9x9 block space (even when the whole ocean was nearby, so it's not like it was the only place for them to spawn), encountering waves of 10-20 mobs all within a small corridor in caves, bat spawning in caves is so high you can't hardly see, etc. I think this may be an issue caused by the developers finally fixing the years-old bug that didn't auto-despawn mobs when reaching a certain distance from them. Perhaps since the bug was around for so long, they bumped up the spawn rates of everything to work around it, and now that it's been fixed, spawn rates are far too high.

Very does not seem resolved. I still find there to be far too many ghasts spawning in soul sand valleys that you can't possibly evade or hit all the fire charges back to them

cswertwertwert

(Unassigned)

Confirmed

Important

Mob spawning

20w06a, 20w07a, 20w08a, 20w09a, 20w10a, ..., 20w13b, 20w14a, 20w15a, 20w16a, 20w17a

20w18a

Retrieved