mojira.dev
MC-28346

Mob cap doesnt properly adjust based off of players in the area.

The number of mobs is not properly controlled by each player. Thus, if a player builds a dark room and is on for a while, they will get all of the mobs. If a second player then joins and is near a dark room, the mob cap doubles. This, the first player gets 1.5 times the normal mobs, and the second player gets .5 times the normal. The fact that another player controls the amount of mobs and the difficulty for a distant, separate player is clearly a bug.

Real bug report format:
What I expected to happen was...:
When a player logs in, the average amount of mobs that spawn near them is the same as the first player that spawns.
What actually happens is...:
The second player gets half the mobs of the first, the third 1/3 the amound of the second, ect.

Steps to Reproduce:

1. Create a superflat world with some preset that has controlled amounts of mob spawning, eg "7,10x0,1,32x0,2x7"
2. Run that world in mp.
3. Join and teleport to "1000,46,1000".
4. Wait for about 5 minuites until the mobcap is reached (e in f3)
5. Have another player join, and teleport to "-1000,46,-1000".
6. Wait 5 minuites.
7. Note how the amount of mobs by player 1 is about 1.5 times the amount at player 2. How does this make sense?

Watch: http://www.youtube.com/watch?v=q_DwPJZd2BU

Linked issues

Comments 42

MODS: THIS IS NOT A DUPLICATE OF MC-2536.

All of the previous bug reports have been removed. This bug is not related to MC-2536, so please do not remove it!

A video that explains this is detail is:
https://www.youtube.com/watch?v=q_DwPJZd2BU

What will it take for this not to be marked as duplicate?
Its a actual bug.
See also:
http://www.youtube.com/watch?v=q_DwPJZd2BU&lc=x5A39kZV71nNWwxVVU2kCunZQO0G408-kk9FQJeSE_IWANNA

MODS the reason this is getting up-voted quickly is because http://de.twitch.tv/jl2579

@Ben Isbell
And because it is a real bug and the only way it would ever be fixed is if we say it needs to be fixed _

32 more comments

alexander- how was this exploited by players on your server to farm massive amounts of tnt? It would seem that this issue limits farming rather than boosts it.

@Anthony Martin That has nothing to do with the bug reported here. Your log is showing that the server is trying to spawn mobs in CORRUPT chunks. The bug reported here has to do with the way the mobs are divided across the server.

Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Ticket resolved as incomplete, because no answer in a reasonable amount of time (1+ year), if it still happens, please update the ticket.

This is still an issue (at least in 1.14.x, 1.15.x and 1.16.x), and has been for a long time. If you watch Minecraft YouTubers (e.g. HermitCraft) then you'll hear them talk a lot about how when other players are online they can't AFK at their mob farms because they don't get any spawns. They play on a Vanilla server with some datapacks, but this affects all Minecraft servers, except those who use Paper with per-player-mob-spawns turned on.

On the one hand, you can start to think the Vanilla behaviour here makes sense. Your join a brand new, empty server (i.e. new world), mob cap is 70 for monsters, they spawn around you - all is well. You move (far) away, and another player joins, the mob cap doubles, and mobs are spread fairly evenly. The problems come in when you start lighting places up, or doing things like creating mob farms. If one of those 2 players lit up all of the caves and surface around them, and no mobs could spawn around them at all then the mob cap would remain the same globally, and the other poor player would get all of the mobs spawning around them instead.

Mob farms are where I personally have the biggest issue with this, if you play on an active multiplayer server it just makes them completely useless. You need to find a time when nobody is online at all other than you for them to work.

Clearly, given that Paper have made a working solution for this that feels right when you play it, it means that Vanilla could also do this.

I think the logic would go something like this: mob caps behaviour remains the same, but the game tries to spawn <mob cap> / <players online> mobs around each player. Mobs shouldn't spawn too close to each other unless they spawn in packs up to a harder limit (i.e. so if you had a single-layer mob farm then you wouldn't get 70 mobs spawning on that one layer).

For now, I'll continue to play on a Paper server, but to be honest I'd much rather play on a Vanilla or possibly Fabric server, as Spigot and Paper modify a LOT of stuff about the game, and I'd rather have Vanilla behaviour - except for this - this is just a biggie!

Tino

(Unassigned)

Unconfirmed

MobCap, MobSpawning, mob

Minecraft 1.6.2, Minecraft 1.7.4

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