This is for the most recent version of Better Together.
I noticed mobs don't de-spawn, mostly with hostile mobs, but also passive mobs.
I walked through a jungle and there was a blue parrot on my pathway. Then, after going a full map distance away and returning, the parrot was still there. Even the day after I reloaded my world, the parrot was still there (untamed).
Hostile mobs seem they don't de-spawn either. This problem was most prevalent on a Realm world, but also seems to exist on local worlds. No matter how far you travel, and how much time passes, when you return to the location, the mobs are still present.
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Comments 12
Noticed this as well on iOS 1.2.3. Game starts to lag as so many sheep, cows, pigs, bats, chickens, horses and donkeys areall over the place. They simply don't go away and I have to go around killing them all so the game speeds up. I thought there was a count on spawned mobs so that the game does not run away with itself. I think this is broken!
Still happening on 1.4.2. Seemed to go away in 1.4.1 but returned but not to the same extent. I get fed up having to go around killing the mobs to speed the game up.
Still happening on 1.4.2. Seemed to go away in 1.4.1 but returned but not to the same extent. I get fed up having to go around killing the mobs to speed the game up.
Same here. I play on PE 1.6.0.5 and most mobs would not despawn. I used an external app to see the entities in my world and to my surprise I saw about 100 mobs that were more than 200 blocks away.
Just so you guys know, once you have interacted with a passive mob, it should NOT despawn. Interaction can be as simple as the mob looking at you when you pass by. This is meant to help keep animal farms and pets from disappearing.
Hostile mobs should despawn after some time. However this system is very different than Java Edition where if you get far enough away hostile mobs will instantly despawn.
I will gather more info on what is intended regarding hostile mobs.
Just so you guys know, once you have interacted with a passive mob, it should NOT despawn. Interaction can be as simple as the mob looking at you when you pass by. This is meant to help keep animal farms and pets from disappearing.
Hostile mobs should despawn after some time. However this system is very different than Java Edition where if you get far enough away hostile mobs will instantly despawn.
I will gather more info on what is intended regarding hostile mobs.
The hostiles only despawn in light levels 7 or higher (if I remember correctly), Matt did a big thing and updated the wiki with a lot of info on this.
Because spawning works very differently in Bedrock (due to needing to limit the number of chunks loaded so low end devices can play), the dev team has made many changes to it since 1.2 was released. The bug tracker currently has open tickets about both too many mobs and too few, and the team is trying to find a balance and make tweaks so that everybody is satisfied. Because it's been in a constant state of change, there's no stable definition of how it's intended to work in any technical sense, but because they're constantly working on it it's safe to say that it works as intended right now.
Some mobs actually do despawn, but the conditions are different from Java. The exceptions you mentioned are almost certainly mobs that have interacted with you. Interaction includes almost any behavior other than wandering around without noticing you. But if a mob notices you and turns to you, that's an interaction and that mob will no longer despawn.
Other exceptions include mobs that wander outside your active player area (a.k.a. player tickingarea), the (nominally) 4-chunk wide donut around the chunk you're in. If a mob wanders outside that donut, it enters an unloaded chunk and becomes suspended so it can't despawn and it can't die even if it's on fire at the time. But since it's outside your active area, it leaves room for another mob to spawn. If you spend a long time in a small area, multiple mobs can wander outside and become suspended in the same unloaded chunks. Later, when you get close enough to reactivate them, you can discover a whole party of mobs in the same chunk. It doesn't happen very much with hostile mobs, because their numbers are fewer and they can spawn almost anywhere, so they tend to be spread out. But passive mobs are more numerous and they can only spawn on grass, so they tend to become clustered at certain spots.
I'm closing this ticket as Works As Intended for the reasons given above. But that doesn't mean it won't change in the next releases as the developers continue to tweak spawning. If you'd like to register your own preference about spawning, you can vote at the Feedback Site.
Because spawning works very differently in Bedrock (due to needing to limit the number of chunks loaded so low end devices can play), the dev team has made many changes to it since 1.2 was released. The bug tracker currently has open tickets about both too many mobs and too few, and the team is trying to find a balance and make tweaks so that everybody is satisfied. Because it's been in a constant state of change, there's no stable definition of how it's intended to work in any technical sense, but because they're constantly working on it it's safe to say that it works as intended right now.
Some mobs actually do despawn, but the conditions are different from Java. The exceptions you mentioned are almost certainly mobs that have interacted with you. Interaction includes almost any behavior other than wandering around without noticing you. But if a mob notices you and turns to you, that's an interaction and that mob will no longer despawn.
Other exceptions include mobs that wander outside your active player area (a.k.a. player tickingarea), the (nominally) 4-chunk wide donut around the chunk you're in. If a mob wanders outside that donut, it enters an unloaded chunk and becomes suspended so it can't despawn and it can't die even if it's on fire at the time. But since it's outside your active area, it leaves room for another mob to spawn. If you spend a long time in a small area, multiple mobs can wander outside and become suspended in the same unloaded chunks. Later, when you get close enough to reactivate them, you can discover a whole party of mobs in the same chunk. It doesn't happen very much with hostile mobs, because their numbers are fewer and they can spawn almost anywhere, so they tend to be spread out. But passive mobs are more numerous and they can only spawn on grass, so they tend to become clustered at certain spots.
I'm closing this ticket as Works As Intended for the reasons given above. But that doesn't mean it won't change in the next releases as the developers continue to tweak spawning. If you'd like to register your own preference about spawning, you can vote at the Feedback Site.
Noticed this as well on iOS 1.2.3. Game starts to lag as so many sheep, cows, pigs, bats, chickens, horses and donkeys areall over the place. They simply don't go away and I have to go around killing them all so the game speeds up. I thought there was a count on spawned mobs so that the game does not run away with itself. I think this is broken!