mojira.dev

Aaon Sikar

Assigned

No issues.

Reported

MCPE-28756 Nothing updating outside 4 chunk radius Cannot Reproduce

Comments

youtube.com/watch?v=srAL6EpwucQ

Mob spawning isn't the issue, despawning is. The ticking radius is smaller than the despawn radius. This causes mobs to slowly collect in between the two demarcation lines. And mobs outside the ticking radius are still counted against the mob cap, so it's throttles mob counts artificially.

I can see this when staying in an area for a while, then traveling around the perimiters. I will always see a large group of 20+ drowned sitting in a pool somewhere in that DMZ, once you kill them all, the mobs begin spawning as per normal, but then throttle again over time. rince and repeat

While above/belowground mobs and density radius aren't helping, they aren't the root cause.

 

 don't know the work involved, but adopting the Java edition rules, where hostile/friendly mobs >128 distance are despawned automatically. And if the interaction rules are relaxed on hostile mobs, where only a nametag or picked up item (e.g. dead players armor) prevent despawning.

 

Ideally, adopting the Java Edition rules would be preferable, they have been tweaked over the years to address gameplay issues, and balance would be required to address the underlying issues as well as the spawning rules.

Am wondering if intention is to mechanically keep up with Java edition.

Cant really play a console game with the power of a cell phone behind it.

Bedrock. Console worked well.

Tried with mob farms and exploration.

My guess? Since 4 chunk active tick distance is shorter than 8 chunk mob despawn distance, that chunks unload before Mobs do, but still affect mob cap

Essentially. Makes mobs unspawnable, except for occasional jump scare, or a large group in occasional dark cave.

Or in exploration, causes mobs to never spawn.

Switching to peaceful. And back makes a difference for a short time