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Mob spawning needs to be more balanced on Minecraft

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239 Comments

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  • 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.

  • 2
    Maks Calvin commented
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    Good idea

  • 2
    Mory TheBlobs commented
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    Once the combat changes are implemented, there should be a sequence of mob spawning tests, until we have a system that works on both editions. 

  • 2
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    Is this for the bedrock edition? Because I agree with all of this.

  • 0
    Stephen 90 commented
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    I don't really find mob spawning a problem unless you are in a plain field. 

  • 0
    Bobenauggie commented
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    I know that the new warped Forest is supposed to have enderman but it is a little obnoxious because they destroyed my house and the beautiful biome I'm living in

  • 0
    Wdomino commented
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    + Slimechunks should either be waaaay less than now or we have to be able to disable them. When making an underground base, its just a pain having them despite having light everywhere or slabs.

  • 1
    JadedScorpio2 commented
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    I agree. When I play in flat worlds with mob spawning on, there are slimes everywhere! It is very annoying, and I wish it would spawn them less.

  • 1
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    I like this idea. Enemy mobs shouldn't be spawning deep underground for no reason, it breaks mob farms near unlit caves. Enemies and animals could also have different spawn rates depending on the biome, making each area that much more unique and no more chickens hanging out on mountains for no reason. With this change you could go to an area wear skeletons are the more common enemy spawn and make a mob grinder that makes more bones, arrow and bows for you while a grinder in another area could give you more zombies to grind up.

    I don't like the idea of an area having a higher creeper spawn rate though, I feel like they should be a bit fewer. All the time I see 3 or 4 creepers spawn in as it is and having a horde of creepers would be terrible. Would make a good gunpowder farm though.

  • 3
    BleachLily commented
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    I believe that a new system is necessary to make the game more playable and less frustrating to more experienced players that tend to automate tedious processes and create mob farms.

  • 1
    Dr Potassium commented
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    Are you not just describing how mobs currently spawn and despawn?

  • 2
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    I find that on PS4 Bedrock, the biggest issues are Husks, Drowned, and Phantoms, as none of them despawn when their chunk gets unloaded, and they never die and constantly take up the mov cap. Sucks that I have to cycle the world into peaceful occasionally to get rid of hidden drowned and husks. Another thing is when mobs are in water they never despawn and partially underground surface lakes really make this a problem.

  • 0
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    I'd definitely like to see more slimes as I have issues finding slime chunks and getting them to spawn regularly

    I'd also like to see mobs despawn more easily when they are in water, not just drowned but the skeletons too, I seem to find a lot of mobs hiding from the daylight down in the water and it seriously impacts spawning elsewhere

     

  • 1
    knaxelbaby commented
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    i completely disagree mob farms kill the game. Dont believe me?

    If you make a mob farm for every resource youre pretty much done with the game and are playing in creative. Theres a mode for that... Mob farms give you infinite resources and completely discourage you from actually playing survival. I understand the machinery and redstone can be the biggest selling point for most people. But once you have a mob farm you literally dont need to do anything buy afk in that bitch and build. 

  • 0
    CAEZAR88 commented
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    I love the challenge in bedrock I just hate mobs dont despawn when away and hog the mob cap .

  • 1
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    I find that drowned don’t spawn enough in Java, on a good evening you might be able to find 5, on bad days none. 

    the spawning issue should be fixed.

     

  • 3
    Cynehelm7948 commented
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    I don't agree that mob "farming" should be easier, and I strongly feel that non-exploitive survival shouldn't take a hit for the sake of it.

  • 1
    CraftOnABox commented
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    I personally want the "NEED" of mob farms to be a niche thing of the past things like this do not fit in a survival game, we have creative mode for a reason. If they can re-implement the things we use in these mob farms with a semi automated way for "end game" players to utilize this would help Server Survival Economy's to Not Be Broken right away from easily exploited mechanics that were never intended to be abused in such a manner.

    If we had a way to force zombie or skeleton spawns EI: Iron Golems we built to kill the monsters or more this could make for interesting alternative farms that are not just fall damage water farms to farm unlimited resources in "SURVIVAL"

    After the cave update I really hope Mojang works on a Survival Update so that they can further flesh out the mechanics of survival.

  • 1
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    I'm a very technical player and like to make tons of afk mob farms and so I would like this if it doesn't decrease the rates of my mob farms but, minecarts shouldn't despawn

  • 3
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    * On spawning mobs, create a spawning and gathering cycle for spawned mobs based on game time, day, night or specific time ... to think about a future of cycles full of specific breeds arising all the time)
    * Limit mobs per chunk (XYZ) so that it can be configured by the server or advanced options in singleplayer mode
    * If a mob accidentally walks or falls into a limited chunk it will instantly die by the crowd's limit (this also applies to the 16 floors of chunk blocks, meaning bees and flying mobs will also die or be stopped by artificial intelligence
    * Artificial intelligence will not walk / lead mobs to an overloaded mobs chunck
    * Define classes (affinities or food chain) to run the hunts that exist in the game, exemplifying a chunk with a limit of only 2 mobs: 2 golems can walk to fight in a chunk containing 2 skeletons but cannot walk or fall into a busy chunk by 2 villagers or 1 cow and 1 villager, no mob aggressive to golems can walk into combat while the chunk is overcrowded by 2 skeletons and no golem can participate in the fight as long as they have 2 golems occupying bringing with skeletons
    * Intentionally spawning a mob in an overloaded chunk will cause it to die (this ensures that farms for cows, pigs, chickens...)
    * tags protect any mob from any global spawning and deflating cycle effect
    * tag does not protect mobs from accidentally falling into an overloaded chunk
    * enclosures keep a crowd safe from the global spawning and spawning collection cycle

  • 2
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    I agree with everything. There Is one thing though, the balancing of how many passive mobs are spawned in an area needs to be controlled too. For example, in jungles no animals spawn whatsoever meaning no source of food other than bread or if youre lucky, fish. Then when you're at just normal plains you'll see 6,7 chickens sheep and cows.

  • 4
    jaydelioness commented
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    I am not downvoting this or disagreeing, I just have one question:

    What would be considered a significant interaction with the player(s)?

    Thank you!

    -jayde
  • 3
    LupaLunaPiena commented
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    Don't you think that if players would be able to pinpoint where mobs will spawn the game would be too easy?

  • 4
    GitRekt228 commented
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    What about mob difficulty based on XP?

  • 1
    Her01nSmurf7 commented
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    It's pretty high on Java edition and way too low on bedrock imo

  • 1
    cbtillery135 commented
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    Why? I like experience grinders, not "balance"

    Edit: unclosed quotations.

  • 1
    RockL79 commented
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    I remember when I first started playing minecraft (way back during the 1.6.4 update) I spent a few hours looking for cows to finish my enchanting room. I completely agree that the mob spawning needs to be more balanced, especially since I constantly am running into drowned.

  • 3
    zack T commented
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    Iron golems need to spawn faster to protect the villages