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Mob spawning needs to be more balanced on Minecraft

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  • Official comment
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    Jay Wells commented
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    We have a partial fix for this going out in the 1.13.0.15 Beta:

    Tweaked Drowned despawning rules, to help prevent too many being present in the world

    • Drowned will now despawn if the following conditions are met: the player is at least 54 blocks away, the Drowned has not performed any actions in at least 30 seconds, and it is day time

    1.13.0.15 Beta changelog

  • 33
    Aspergerian commented
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    Maybe this'll contribute as an option.

    A slider with three options.

    It can help maintain the framerate for weaker devices, and provide a challenge for stronger devices.

    Both for singleplayer and multiplayer.

  • 17
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    The problem is that all this is saying is, "make spawning like the Java edition." The community is upset about spawning on bedrock because it is different from Java, not well explained, and in general not functioning well.
    No one has even explained why it is different from Java. Vague statements about performance do not count. To improve spawning, start with something that works (Java) and then explain what needs improvement. Work on changing things from there instead of making something completely new that is unproven.
    This is the community's biggest issue. Spawning seems to have been changed without warning and without a clear goal. Most people would be ok with bedrock spawning being different from Java, but Java has had years of tweaking and improvements. That seems like a better place to start from rather than a completely new method.

  • 6
    x4738697x commented
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    Why not add sheep when creating a new world? I created over 50 plus worlds in survival, it takes me approximately 30 minutes to find only one.

  • 3
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    @aspergerian doesn't difficulty already do that?

  • 2
    PublicSafety commented
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    The major problem in Bedrock, is mobs don't despawn. So when they hit the mob cap in caves and other generated structures, people thing mob spawning is broken. whereas it is mobs despawning that is the problem.

  • 2
    joshgamerdude commented
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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.

  • 2
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    Too many
    Mobs

  • 1
    Kevin ChiX commented
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    The only problem I have is the drowned spawning too frequently but yeah they need to balance the mob spawning

  • 1
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    • Slimes should spawn frequently in swamps and slime chunks.
  • 1
    KopperXP commented
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    A function to change the amount of mobs would be intriguing. BUT it would not help much if we still do not understand how all generational mechanics works. It could be something that is mirrored in Java, but with a configurable limit amount...

  • 1
    KYLE GOEMPEL commented
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    They should also add that cap where if there are more than a certain amount of entities in a space then the extra entities start taking damage and dying. This would help with a lot of mob farms.

    Also it is worth mentioning that hostile mobs should not spawn in well-lit areas. 

  • 1
    PlusZeadAlh commented
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    There's 3 Options Of Mob Spawning Frequency
    Options 1 Low
    Options 2 Normal
    Option 3 High
    Now choose 3 Options Of Mob Spawning Frequency

  • 1
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    I like the idea as a slider. I personally want the drowned spawning to stay, as lowering it would nerf trident and nautilus shell farms.

  • 1
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    As stated before, and improve from there...

  • 1
    AngelUzi7 commented
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    Make the guardians spawn inside of all the monument bounding box / guardian temple , they need to spawn frequently like java minecraft

  • 1
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    Dolphins should require at least a 2x2x2 of water to spawn.  The dolphin in this screenshot spawned in nothing but singular lines of waterlogged fence gates and the one deep flowing water from those sources.  That kind of situation is going to happen only in a farm, and that is not where dolphins should be spawning.

  • 1
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    we need slimes to spawn more frequently in chunks and swamps i was waiting for an hour and nothing spawned and it was a slime chunk at least 1 per 5 minutes and in swamps they should just spawn like regular mobs to make the game balanced and easier and less time consuming

  • 1
    SilkyTadpole8 commented
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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.

  • 1
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    And also, why cant we increase spawnrates?

  • 1
    Tacman215 commented
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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. 

  • 1
    doctor of MC commented
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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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    I agree that drowned spawn way to much.

  • 1
    Mew Da Mew commented
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    This is good

  • 1
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    he is right you know

  • 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
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    Eu acho que deveria ter item de esmeralda

  • 0
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    @Aspergerian yeah that should be done. It be cool ✅

  • 0
    PCScreen commented
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    Whatever is decided later please don't make it exactly like java. I feel like there's no challenge to finding food and mob farms are way too OP. Something in between the current system and java's system would be the ideal solution

  • 0
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    Awesome