There are a few entities that spawn in regardless (Or perhaps they are generated and left around spawn not sure?) But for what I can tell if you start a world with Mob Spawning turned off you can still capture Mob Data into a Storage for a slight moment before they despawn
Is this intentional?
I attached a structure that takes any entity and stores them in a storage before doing a few other commands, you can see Rabbits, Bees, Cows, Pigs, etc... Spawning in and then respawning moments later (However we can still access them via selectors during those moments)
(This probably effects older versions but only testing in snapshots currently)
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Yes that is a very similar issue; (In their case they are Manually attempting to spawn in a mob I think, but its a similar idea)
Essentially with Mob Spawning Disabled a Command can still access the mobs as they spawn in then they despawn; I am just curious if this is a Bug or a Planned Feature (If it is a planned feature I can plan to script with that in mind)
The structure file makes an entry of each entity in the storage minecraft:entity remove ; this happens then they despawn; which if fine if it is intended to work that way but if not then Id rather not write a script that expects this behavior.
I don't quite get what your issue is then, could you provide precise steps to reproduce? I don't understand what the structure file is supposed to show.
What is the issue?
Are Non Hostile Mobs Like Pigs, Cows, Sheeps, Bees, Chicken, Rabbit, Llamas, Horse, Fox, Wolf, etc. supposed to spawn in with these settings turned off.
(This may effect Hostile Mobs as well but have not tested it with further settings..)
Start a Server that has the following server.properties all set to false
spawn-animals | boolean | false | Determines if animals can spawn.true - Animals spawn as normal.false - Animals immediately vanish. |
spawn-monsters | boolean | false | Determines if monsters can spawn.true - Enabled. Monsters appear at night and in the dark.false - Disabled. No monsters. |
spawn-npcs | boolean | false | Determines whether villagers can spawn.true - Enabled. Villagers spawn.false - Disabled. No villagers. |
Run These Commands Manually in Game
/gamerule doMobSpawning false
/difficulty peaceful
Run this command in Repeat
/execute as @e[type=!player] run tag @s add track
Run another command either in chain or on another repeat block to further manipulate entities that are in the world based off that "track" tag example and you are able to grab and store entity data like Pigs, Cows, Sheep, etc. as they spawn in with the spawn settings turned to false.
Example:
Run This In Repeat
/execute as @e[tag=track] run data modify storage entity track append from entity @s
Run This Manually
/data get storage minecraft:entity track
(You may need to run this get command in the Server Terminal if the storage is to large)
Is this an Intended Feature? (Should Pigs/Cows/Sheep/Bees/etc.. still exist in the map or "Spawn in" Temporarily before "Despawning" with these settings?) OR should it work more like Mob Spawning (As I have not see any Zombies/Skeletons/Spiders/Creepers/Etc. Hostile Mobs spawn in through this above method testing)
Notes: This seems to effect only Non Hostile Mobs (But may be given the settings I currently am using)
Thank you for your report!
We're tracking this issue in MC-118347, so this ticket is being resolved and linked as a duplicate.
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Does MC-18131 describe your issue?