mojira.dev

guidolv

Assigned

No issues.

Reported

MC-69833 Redstone devices stay powered after the power is turned off Duplicate MC-64803 Inconsistent world generation identical seed Duplicate MC-59548 block update through air Duplicate MC-58918 Repeater blinking / powering itself Fixed MC-58545 piston null pointer exception after tnt use. Duplicate

Comments

The mobs don't/hardly spawn if the render distends is low.

I suspect that this happens because there is a mob cap.
cap = 70 * chunks_loaded / 256
There is also a rule that says mobs hostile mobs cant exist outside a radius of 120 block of all players.

Lets say there are 4 × 4 = 16 chunks loaded by 1 player. (very low render distends) Then the mob cap would be 4. These 4 mobs would spawn somewhere and will probably never be found.

Now lets say there are 16 × 16 = 256 chunks loaded by 1 player. (high render distends) Then the mob cap would be 70. How ever the rule that all mobs must be in a 120 block radius means that all of the 70 mobs will be relatively close. Making it seem like even more mobs have spawned.

What I suggest is to make the mobcap player dependent instead of chunk dependent. And just calculate how much of the 120 block radius overlaps with other players so you don’t get to many mobs to spawn if multiple players are in the same location.

Further more I believe that mobs can spawn in any of the 256 loaded chunks but only ~70% is within the loaded the 120 block radius. (when the player is at y=32 in a plains biome) But with the new 32 chuck render distends that will only be ~17% of the 280 mobs that are within the 120 block radius. So a lot of the mobs that have spawned will despawn immediately. Which creates a lot of server side lag as it will try to spawn so many mobs every game tick. How ever if mobs would attempt to spawn based of the location of a random player within the 120 block radius that would also reduce the sever load.

I hope this bug gets fix before 1.8.

Does MC-108 also cover the updating as seen in test 5?