mojira.dev
MCPE-28426

Cumulative issue with Mobs/Monsters spawning

Update by @unknown

Hostile mobs spawn a light levels 8 or higher on both solid and transparent/non-solid blocks.


  • Updated *

Original description:

I think there is a problem with hostile mobs, and may require a cumulative fix.

-Monsters often won't despawn in the overworld.

-Spawning cages stop working after a few days of functioning normally.

-They are spawning in high light-levels

-They are spawning on half blocks/transparent blocks

-The nether fortress becomes empty after killing the mobs inside.

All of these combined lead me to believe there is a cumulative issue with mobs spawning. My theory was that the game fails to recognize the environment correctly (when it scans for mobs), then spawning becomes erratic.

The worst part is that the cages in my mob farms have completely ceased up.

All of this is occurring on a world that was synced and added to a Realm.

Please check into this! Thank you.

Comments

migrated

Yes but what about light levels?

Auldrick

This may or may not be a duplicate of MCPE-14467. All the specific cases you mentioned are covered by 14467, but if you see any monsters spawning at night on regular solid blocks where the light level is 8 or higher, this is a different issue. Please clarify.

migrated

I'm seeing the same thing happen on the PC Version which used to be the Windows 10 version.

My friends and I share a realm and we found a village that we promptly lit up and walled off. However we still have mobs spawning in the village where the light level is in fact well above 8. Creepers have literally spawned right next to me as I'm standing RIGHT NEXT to a torch. All the hostile mobs are doing this and it is just on normal ground/dirt blocks.

With that, it is not a duplicate of the previously mentioned ticket. Even if it were to be a duplicate the one cited is marked as resolved, which clearly it is not.

migrated

I agree @Larry Jones. Sorry, I posted this as a cumulative issue with mobs, as the title "Bug with Hostile Mobs." I used: light-levels, half/transparent blocks, lack of mobs and not spawning from spawners, as examples. I assumed these all might be tied together as a cumulative bug with mobs. My theory was the game doesn't recognize the environment and spawning becomes erratic.

The 'Duplicate' was more specifically for light levels, but my post was more of a cumulative issue with mobs.

Auldrick

Larry Jones: The other ticket is marked resolved because it doesn't mention anything about light levels, only transparent/non-solid blocks. That is a different issue which overlaps this one, and that part of it has been resolved. My request for clarification was to get a discriminating test case that establishes that this part of it remains unresolved, and you have provided that by confirming that creepers still spawn on solid blocks at higher light levels. Thank you for the confirmation.

Mods: This does not appear to be a duplicate of MCPE-14467.
Relates to MCPE-14467, but has a broader scope.

Auldrick

@Larry Jones: Just to confirm, the creeper spawning so close to a torch was at night, correct?

migrated

@Auldrick, The Creeper spawning was in fact during night. I haven't noticed mobs spawning near light sources during day, so this seems to be working just fine. It's only at night time they are still spawning close to light sources.

migrated

In the end dimension, endermen are spawning in high light levels and in non-solid blocks (carpet over string, over a block, they spawn trough the carpets). Affects 1.2.5.15

migrated

Where all of the locked games become unlocked

migrated

I have noticed the weird spawning issues. I have not seen mobs spawning in high light levels at night. My friends and I play on a Realm extensively at night in a well lit area and have had no mobs spawn there.

However, in the nether, there is a ridiculous number of mobs still around. I love the high mob cap, and that should stay the same, but I think there is an issue with random despawns.

One of the issues is the way mobs move out of active areas. I've noticed that since this is different from Java, and mobs will actively move up to about 60 blocks away (whatever their visual radius is from the player), this allows them to move into inactive areas and freeze. When the player approaches that inactive area and makes it active again, there can be huge numbers of mobs. I have also seen this with ticking areas, where the mobs move out of the ticking area and if that area is not approached by a player for many game days the mobs build up to high numbers in the edges of the ticking area.

We use the nether as a hub between different areas, and can hear absurd numbers of ghasts. I found an area near a fortress that was a bit of a valley where dozens of mobs had fallen and weren't despawning.

And, just as posted, a newly generated fortress was cleared, and no mobs spawn in it except at blaze spawners.

migrated

@Ivan Isovich, your response conflicts with my bug report slightly. All of the examples I listed are true and suggest a cumulative issue with mobs and spawning. I can provide evidence, such as videos, images, and witnesses that show these issues are occurring. Such problems were found on multiple worlds, realms, and instances, which is substantial enough to require a bug report.

All of these combined suggest (theoretically) that there is a spawning issue. Even so, I could potentially integrate this report with my other bug report, which explains that converted worlds "do not tick" and have characteristics of time frozen (i.e. crops don't grow, grass won't spread, mob spawners don't work). We found these issues on both synced worlds and new worlds that originated on Bedrock.

migrated

@joe smith: This was more of an addition to your bug report with some observations of my own. The mob spawning is working on our Realm (other than how we get overworld mobs like spiders and creepers spawning in the nether, plus no mobs in nether fortresses), playing on normal difficulty, so doesn't seem to be a universal problem but no less important.

migrated

"-The nether fortress becomes empty after killing the mobs inside."

I can upload 2 separate worlds where Nether Fortress spawning problem exists. Both of the worlds are new since Bedrock/Better Together, in each case after the initial Fortress spawns were killed, no more spawn to replace them. These are straight Survival worlds (one Hard difficulty and the other Normal). The Fortresses become peaceful zones. Very frustrating as the game can't be played legit.

Win10, v1.2.7

[Mojang] Mega_Spud (Jay)

Cleaning up old tickets: This ticket has not been updated recently (~1 year+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines.

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migrated

(Unassigned)

Unconfirmed

Xbox

world-conversion

1.2.5.12

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