Affects Version 1.20.31 too
It's now a good 2 years since I reported this bug and it is still the most pressing and upvoted bug (votes went up from 269 to 328 since December 2018 now). And the 1.11 update changelog says nothing about any substancial adjustments of spawning or despawning adjustments. There has been extensive feedback here and on the secondary bug tracking ticket over at feedback.minecraft.net. And the problem and spawning rules have been analyzed in depth by youtubers and other player community members. As software developer this a very well documented and reproducible bug, and all that would keep me from fixing it would be management not allocating the time to developers to do this. It's a bit sad, that this especially in multiplayer occuring bug is given such low priority.
I have really now idea what possible "feedback" except "it's broken, please fix" Mojang expects from redirecting the feedback to https://feedback.minecraft.net/hc/en-us/community/posts/360018728511 . I see lots of progress, the dedicated server, the scripting API, the new mobs and the little tiny rough edges that get done nicely - thats all neat and things I have been looking for since 2 years ago. Dozens of other issues have been fixed and lots of new features added, and the recent changelog at https://feedback.minecraft.net/hc/en-us/articles/360020386452-Minecraft-1-8-0-Bedrock- tells how busy the Mojang developers have been and always are.
That makes it so unbelievable that the most pressing bug has seemingly not been taken care of at all. It's inexplicable to me, how this bug is not a show stopper for the devs themselves when testing their changes internally. If Mojang does not want to fix this, this bug and all related ones should be marked as resolved with "wont fix". That would also take care of the E-Mails (which have not been marked as spam by any of my E-Mail providers).
I and all the other users who experience this bug (lets say, the 269 votes are just the 1% users who go through the hoops to register and post, that means at least ~27000 users experience this as a problem) could not care less how or where the information of this bug tracker flows. If people who take their time to carry their observations and frustration here for over 1 1/2 years, then Mojang should give an open statement here about why this issue has not been addressed yet and what is being done to mitigate.
And to all who receive an E-Mail from this post and to the developers: I wish you all a good x-mas and a good start into 2019!
Finding spawn rates that work can't be that hard.
A hint: 0 monsters, as many observe, is clearly not enough.
I really don't care which part (spawning rules, despawning rules, simulation distance,
density, position of the moon or the day of the week) of the broken logic in MCPE is the cause for this.
This is a game breaking bug and a complete show stopper. Period.
It's been over a year now, just slightly missed the anniversary.
I hope Mojang gets to this bug after the Aquatics update and the Switch build is finally released.
I think I heard that they fixed the issue where no monsters spawn below Y=30. But I have not yet found significantly
more monsters while caving for diamonds.
Without proper mob handling the game is missing it's core design. Without all that we can just bin the survival mode,
switch to creative and use Minecraft as big collaborative voxel editor - which is of course also a very
important thing and especially appreciated by the creative builder community with their awesome builds.
However, the "game" aspect went completely missing. For non technical players it's important to have a challenge overcoming
the dangers while earning resources to fight the Dragon in the End. For technical players the fun comes from building
farms and traps for mobs. See what the people on Hermitcraft build. One could argue that it should not be possible to cheat
the game so much to get unlimited gunpowder and iron, but on the other side, for a proper iron farm to build you
have to invest quite some time. For a very effective mob farm you have to invest also quite some time. Which makes this aspect
balanced for me.
I think Mojang is overcomplicating the mob spawn mechanics. Just despawn if the monsters are further away than 64 blocks,
and spawn randomly but not too close to the player within a Y tolerance of say +- 10 until a platform dependent performance limit is reached.
It can't be that hard to implement this, test and debug this within a few weeks for someone who is familiar with the code base.
This bug is NOT FIXED!
I experienced exactly this bug on a realm with 1.2.10.
Edit: Client for playing was Windows 10 edition. I logged out in a cave. And when I logged in, I was back on the surface.Exactly. at those X/Z coords. Just the Y was different.
I also experience this thing when jump-placing. It also seems to glitch me off the tower I am building and I fall down and die (if too high).
This is really irritating.
I can totally feel with you. This bug report seems to be related to or a duplicate of MCPE-21856, you
may vote on that issue.
I have played in caves today on hard too. No need to put down a torch at all. Absolutely
no monsters in caves except spawners. Only an occasional zombie, but very very seldom.
I can confirm this bug. I met it sometimes when I jump and place a block underneath myself (to build a pillar for going upwards).
Then it sometimes places the block I am trying to place somewhere above my head onto something else.
In the screenshot (bedrock_earth_...) you see the two blocks that were placed when building the pillar on which I stand.
I was using Bedrock V. 1.2.9 on Windows 10. But it also happened to me on the X-Box One (if I remember correctly).
I experienced the same problem today. The bug MCPE-10246 seems to be a duplicate of this bug. And MCPE-27781 and MCPE-28765 seem to be exactly the same problem (possibly duplicates too).
My setup:
1 (slow I7-4500U Intel CPU with integrated graphics chip) laptop running Windows 10 Edition Version 1.2.9,
no parallel applications except minecraft in a small window (not fullscreen).
1 X-Box One running Minecraft (Bedrock) Version 1.2.9
Both players are logged in. The first player was most of the time idle.
I played with the second player on my X-Box One.
Nether portal is somewhere inside some nether rock.
The portal in the world was built right in the middle of a big ravine, sitting on one layer of cobble stone right in the middle in air.
When going through a Nether Portal I am sometimes in a not fully constructed world
and see chunks loading (So it's maybe a performance problem? Only occurring when network
of the chunk loading hangs?).
And it seemed like I spawned way above the nether portal and
fell down. Taking all my hearts except the last one (barely survived).
After thinking about that a bit:
I see the "building world..." screen, then I see some glitchy half built world for a split second and my player falling. then I see myself being repositioned right where I should come out of the nether portal. It feels like there is a in-between-cached-room between nether and the real world where I fall before I get finally teleported to the right destination.
Interesting that this Bug is still open. Originally I thought it had to be me, cause this game breaking bug would not survive that long - I thought. I completely stopped playing Minecraft Win10 when I realized that survival mode is completely broken. I also encountered the other above described problems, like missing passive mobs or not finding any monsters at all.
I switched to peaceful difficulty to despawn the monsters around and switched back to hard difficulty. But there are still only 1 or 2 monsters per minute spawning.
I then waited in the correct distance (~23 blocks horizontally, while being at the same height) away from the farm. That would mean I am too far in the air for monsters to spawn in the caves.
I experience the same with 1.20.30.1. Even the nether is pitch black (see screenshot)
[media]After changing the brightness setting in the menu, it returns:
The bug did not exist in the previous version, before 1.20.30.
Platform is: Windows 10
The world runs on a Realm and is about ~70MB big.
I wear an aqua affinity helmet, but don't know if that matters.
I also observed the dark clouds in the overworld.