mojira.dev
MCPE-184920

Multiplayer Mode Impacting New Spawns - As in , they're not spawning at all anymore

This is a long-lived world, spawned in 1.14 so I am leery of anything new.  Within the past few days, while playing in multiplayer, no new spawns occur.

Switching off multiplayer seems to help temporarily, but nothing we do seems to help.

What's going on?

World is too large to attach.  https://drive.google.com/file/d/1EODNiov7pS7SBCZJlZIZrW_S2nWp_l1_/view?usp=sharing

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Jarl-Penguin

Mob spawning seems to work fine here in the linked world with Multiplayer Game enabled:

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If I'm misunderstanding something, can you describe the issue in more detail?

This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.

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kyburg60

How many players were present in your test?  I am not having issues with only one connection, but add a second and the spawning stops enitrely.

Jarl-Penguin

2 players. Mobs still spawn normally here.

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Jarl-Penguin

Do note that since your simulation distance is set to 12 chunks, mobs may spawn farther away from you.

7 more comments
GoldenHelmet

When I loaded the world I found well over 200 animal mobs around the base where I loaded in near 4600, -2950. I set up a scoreboard and command blocks to count them, and this is what it shows:

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As I explained in my comment a few days ago, having these mobs loaded blocks environmental spawning for the entire world.

I also noticed that the world simulation distance is set to 12. As a result, when you stand at the AFK spot at the new creeper farm, the entire base over to the dock on the far end remains loaded. All of those mobs get ticked, so the game does not try to spawn any more animals or monsters in the environment.

A secondary issue is that persistent monsters in hidden caves can build up over time. There are quite a few zombies, drowned, zombie pigmen, and skeletons scattered around the base that I looked at. You can find these in a creative mode copy of the world by making markers using a command like:

/execute at @e[family = monster] run fill ~ ~2 ~ ~ ~250 ~ glowstone

Follow the markers down to find the mobs.

Based on these findings I am resolving this report as a duplicate of BDS-5094 and MCPE-125111.

kyburg60

Please advise - if we were to move mobs elsewhere, how far would we have to separate them from each other?

Keep in mind, this world is over five years old.  And this issue has just shown up.  200 for the whole world seems implausible.

GoldenHelmet

There may be a feedback post on the global mob cap you could vote for, but Mojang does not consider it to be a bug based on the BDS report I linked.

With the world on sim12 all players need to be 12 x ( 16 + 1 ) = 208 blocks away from a mob for it not to count toward the cap. I would advise you to consider changing the world simulation distance to 6 or 8 to mitigate the issue. Then it’s only 112 or 144 blocks to worry about. Again, just to be clear, the issue is not mobs being near each other, it is mobs being near players.

Some servers set limits to how many mobs players can keep in flocks and herds. Another option is moving some of them to the nether or end.

kyburg60

Question - does name tagging remove mobs from the mob cap in Bedrock?

Jarl-Penguin

No, it does not.

kyburg60

(Unassigned)

Unconfirmed

Windows

Win 10

1.21.2 Hotfix

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