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3564

Mob spawning needs to be more balanced on Minecraft

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176 Comments

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  • 1
    Bazil03 commented
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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
    TE Official commented
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    Passive mobs should also spawn more frequently in already rendered chunks (java & bedrock)

  • 1
    l0rd froglet commented
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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.

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    No don’t add this

  • 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

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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.

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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

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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.

  • 1
    Maks Calvin commented
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    Good idea

  • 1
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    let add sea ribbit

  • 1
    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. 

  • 1
    youabutt45 commented
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    How can I tell someone I like that I like them

  • 1
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    Is this for the bedrock edition? Because I agree with all of this.

  • 1
    moaz ahmad commented
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    Moaz

  • 1
    moaz ahmad commented
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    Moaz

  • 0
    moaz ahmad commented
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    Moaz

  • 0
    Minimaster701 commented
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    Pokémon

     

     

  • 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
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    Игра супер👌

  • 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

  • 1
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    Mohammed

  • 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.

  • 0
    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.

  • 0
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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.

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    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.

  • 0
    Dr Potassium commented
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    Are you not just describing how mobs currently spawn and despawn?