Wandering traders do not spawn at all in deep dark single biome worlds.
Wandering traders should spawn at the surface in any type of world when the gamerule wandering traders not spawning is turned of.
No wandering trader spawned on my single biome deep dark world after 1.20. (I tested in a new one to but not as much and it seems to presist)
Create a single biome world with the biome deep dark.
Make sure you are not under ground or a place where wandering traders can't spawn. (In wather or area with extreemly few spawnable places)
Wait and check your computer within at most 40 minue intervals by looking if there is a wandering trader in any of the possible spots they can spawn by the normal spawning rules.
No wandering trader will appear. I have dfone this fore more than 28 hours and the probability of this hapening decreases with time.
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This could be intentional behavior as mobs are likely prevented from spawning in the deep dark so that they do not disrupt sculk sensors that the player are not around (and thus, spawning wardens outside the players control). The closest source I can get for this issue is MCPE-153524 which more-so relates to hostile mobs rather than mobs in general.
In a single biome world made of deep dark, it will use that biome for all y-levels meaning even on the surface the deep dark mob spawning rules will be used.
Looking at the the deepDark() method in OverworldBiomes.java, a MobSpawnSettings is built, but no mobs are added to it at all.
public static Biome deepDark(HolderGetter<PlacedFeature> featureHolderGetter, HolderGetter<ConfiguredWorldCarver<?>> carverHolderGetter) {
MobSpawnSettings.Builder mobspawn$builder = new MobSpawnSettings.Builder();
BiomeGenerationSettings.Builder biomegen$builder = new BiomeGenerationSettings.Builder(featureHolderGetter, carverHolderGetter);
biomegen$builder.addCarver(GenerationStep.Carving.AIR, Carvers.CAVE);
biomegen$builder.addCarver(GenerationStep.Carving.AIR, Carvers.CAVE_EXTRA_UNDERGROUND);
biomegen$builder.addCarver(GenerationStep.Carving.AIR, Carvers.CANYON);
BiomeDefaultFeatures.addDefaultCrystalFormations(biomegen$builder);
BiomeDefaultFeatures.addDefaultMonsterRoom(biomegen$builder);
BiomeDefaultFeatures.addDefaultUndergroundVariety(biomegen$builder);
BiomeDefaultFeatures.addSurfaceFreezing(biomegen$builder);
BiomeDefaultFeatures.addPlainGrass(biomegen$builder);
BiomeDefaultFeatures.addDefaultOres(biomegen$builder);
BiomeDefaultFeatures.addDefaultSoftDisks(biomegen$builder);
BiomeDefaultFeatures.addPlainVegetation(biomegen$builder);
BiomeDefaultFeatures.addDefaultMushrooms(biomegen$builder);
BiomeDefaultFeatures.addDefaultExtraVegetation(biomegen$builder);
BiomeDefaultFeatures.addSculk(biomegen$builder);
Music music = Musics.createGameMusic(SoundEvents.MUSIC_BIOME_DEEP_DARK);
return biome(true, 0.8F, 0.4F, mobspawn$builder, biomegen$builder, music);
}
Cannot reproduce at all. A trader spawned after 60 minutes and 160 minutes in my deep dark single biome worlds in 1.19.4 and 23w33a.
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In fact, 28-hour test is not long enough, since the probability of spawning wandering traders in one attempt is very low.
To @unknown:
MobSpawnSettings does not affect wandering trader spawning.
Correction: spawn probability does increase, yes, but up until 75% and stays at that until spawned.