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16495

Mob spawning needs to be more balanced on Minecraft

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  • 4
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    good

  • 2
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    I'd honestly prefer drowned to be more common. At the moment, drowned are a bit too rare.

  • 6
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    I'm honestly not a big fan of passive mobs spawning regularly around the player. That's what breeding mobs is for. Also, drowned really need to be more common if anything, since underwater combat is currently too dull. Otherwise, good points. Slimes are way too rare in Java Minecraft swamps.

  • 3
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    I mostly agree that this needs some balancing, but it's always a fickle thing to maintain just like when a 1st person shooter modifies (nerfs/boosts) a character, weapon or ability... all of a sudden the others are out of balance.

    I agree, I sometimes feel lonely in the caves when I dont see ANYTHING for.ev.er! However, I dont like the idea of waking up on my remote island and finding a newly spawned pig. If I'm on an island without a pig, the only way a pig should end up on it is if i introduce it!

     

    Hence my concern of attempting to balance the imbalanced.

  • 3
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    Squids need to spawn more. I have NEVER seen a squid in my survival world EVER, and this is insane. It's easy to forget that these mobs were in the game, and I don't want to have to kill withers to get black dye.

  • 2
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    This seems very good idea, it gives a good balance of difficulty + performance...
    It allows the user to have better control of the difficulty of the game and help to the low-end equips.
  • 2
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    There should be a way to change the amount of mobs spawning and the distance away from the player

  • 1
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    And also, why cant we increase spawnrates?

  • 1
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    More mobs

  • 1
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    Why not settings to choose what mobs spawn and how fast they will

  • 1
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    Please don't hold PC / console spawn rates captive just so the game will work on some old iPhone 5.

    Instead, find a way to make lesser hardware work or don't support those devices. Being cross platform should not mean sacrificing the game's capability for the majority of us just so a few people with older devices will buy a copy too. That's not cool, especially since PC / console players pay 5x as much for the game than mobile players do.

    I say this because I've been around since the first version of Minecraft Bedrock edition was released for Windows 10. Back then survival mode was more challenging in "easy" difficulty that it currently is in "hard" difficulty; hostile mobs actually spawned abundantly back then and were lurking around every corner. 


    PS. Isn't it about time for Minecraft 2?  

  • 1
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    Furthermore, to the 139 comments already made since almost a whole year ago, I am still having difficulties people are describing from the beginning of the year. Except in the all new ps4 bedrock version. I was so excited with the new graphics, plethora of settings, future updates and servers to be added. However playing survival is very quickly made boring unlike the previous console edition. I can’t make the most simplest of farms, and that is on a skyblock survival purchased from the store. The only mobs I currently have spawned on this whole map is a wandering villager with his two llamas. I have an extremely dark room 30+ (no more than 50) blocks above my main playing area, and all of a sudden no mobs are spawning but whilst building it there were plenty. But putting a roof on the spawner has completely broke it. No spawns day or night. Please fix to atleast have spawns more predictable.

  • 0
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    Hi my dudes from the Minecraft committee

    I would like to issue something about the amazing game Minecraft. So my friend and I were playing Minecraft and had lots of amazing stuff. We were so close to finishing the game when a creeper came into our house and decided to blow us up. It didn't just kill us but also blew up our bed, so when we respawned we were in a completely different location. 

    So what we're trying to say is that creepers should have a lower spawn rate.

    Thank you.

  • 0
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    Maybe mobs could be tougher and drop more loot on lower end devices but it's balanced by less spawning. On realms and servers though, maybe the server could do the mob spawning.

  • 0
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    1. Hostile mobs and passive mobs should have different world caps.
    2. World caps should be much higher or in some way dependent on the number of players active on the realm.

    Currently a single player can unknowingly cripple a realm by simply creating a trading hall, gold farm, and mob farm within the same tick-able region.

  • 2
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    One solution I've come up with for Bedrock edition is to have a toggable bar in the game setting; adjusted before loading into the game, similarly to the simulation distance. Instead of having mobs spawn however they do now, they could spawn about 13-15 blocks away from the player; within the mobs sight distance. The toggle would only affect how far the mobs could get from the player before they despawn. For those who like the mobs how they are, unable to despawn, (unless the difficulty is set to peaceful or the world is closed), the first tier of the toggle would be "0. No despawn". It would then proceed with different distances from the player, ie "1. 15 blocks", "2. 30 blocks", "3. 45 blocks", etc, until it reaches the last tier; that being set to "simulation distance", which means mobs would despawn upon leaving the simulation distance of the world, (these could also be scaled by chunks rather than blocks). This would effectively allow every player to play the way they'd like, without having to choose a happy medium. Let the players choose how they want to play; having the host of the world control it, just like the difficulty or simulation distance. Perhaps the vertical distance could scale with the despawn meter, so that when mobs are despawning at 15 blocks away horizontally, they despawn vertically 5 or 8 blocks away. Please consider this system. I've gotten good feedback from it, and I'd be happy to test it, or help in any other way, to implement this system. 

  • 0
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    Ye

  • 1
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    so, Jay Wells, may I ask when will these changes be implemented? is it going to be 1.16 or a another upcoming update? thank for reading!

    P.S do you have any news on the community realm?

     

  • 1
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    Yes 👍

  • 0
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    What if you could get ink in a bottle by using a bottle on a squid you have to throw it on a mob or a player head to Blind them

  • 1
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    If this happens, how will we be able to face mobs that we have failed to kill? Ever think of that? I vote nay on this idea.

  • 2
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    I agree that drowned spawn way to much.

  • 1
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    The spawning and despawning seem to be functioning horribly on bedrock.  There are a number of builds on my realm that have quit functioning. Sure wish they would listen and start over on this, use the java spawning/despawning rules and tweak it to make it work on the various platforms of bedrock.  It seems like this should be easily fixed at least for realms.

  • 1
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    Passive mobs should also spawn more frequently in already rendered chunks (java & bedrock)

  • 2
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    I think that all of the mob spawning in the game is ok, besides the drowned and passive. the drowned do spawn a lot which causes the mob cap to rise very quickly, having mob farms produce way less mobs. the passive mobs just barley spawn. they should increase the spawns so they spawn way more common. it will also bring back passive mob farms.

  • 1
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    Yo quisiera que los lobos se durmieran mientras no vayamos a un lugar cuando estamos a 5 o 3 bloques se despiertan por que solo dejarlos sentados se siente muy mal

  • 2
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    Was just about to make suggestion about this, because 1.15.2 they added a mechanic for any sapling bone meal'd or grown next to a flower has a 5% chance to also have a bee nest to spawn as well. Combine this, with my recently learned knowledge of how passive mobs works.

    Granted this was a change made back in Beta 1.8, but I never really knew about it until recently.

    So, this confuses me, as Bees while different aren't SO different from Pigs, Sheep, Cows and Chickens. Currently they spawn once, when the world is loaded or any new chunk first loads and that's pretty much it. There is a super small chance (like 0.04%) for those passive mobs to re-spawn after that initial spawn. Meaning breeding said animal's once you settle and build a house is necessary for Leather, wool, and feathers. So this seems severely backwards in my mind and also explains the consistent confusion I've had in the past of having no passive mobs spawn once the initial spawns were killed or whatever...

    This along with multiple of the suggested changes by the OP should be implemented for a healthier survival gameplay. It could also help with increasing difficulty in some cases as well. Especially if we're talking a slide for choosing on how certain mobs spawn. It would give the player a lot more control over said worlds & servers.

  • 2
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    I think the density checks are one of the main issues besides a surface cap of 8 and cave cap of 8

  • 2
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    The issues with drowned spawning are only because the density checks have some minor problems and despawning is unreliable. Drowned only seem to spawn faster than usual mobs as they never disappear. I’m not saying that density checks should be fixed though because a surface/cave cap of 8 is way too low.

  • 4
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    Good idea