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Lack of Hostile Mob Spawning Lately

  1. 7 years ago

    Hey guys,

    It seems as though lately, the rate at which hostile mobs spawn at night and in caves as gone down drastically. Many players including myself have had problems with it and I would imagine this is linked with the increased population on the server as of late. One of the moderators or admins (I forget who it was) explained to me that there is a general worldwide limit on the amount of hostile mobs that can be spawned at any given time and that a larger amounts of loaded chunks causes few if any mobs to spawn in if the cap is reached. I would imagine that this problem is exacerbated by the amount of XP grinders that many players have on the server.

    This issue renders many of the aspects of the game virtually unplayable especially with the new update making gunpowder a commodity. I personally have been trying to get a zombie villager to start my village for almost 3-4 IRL days now but to no avail. I have also tried playing at times when fewer players are online (3-4AM), but this seems to only marginally increase the spawn rates.

    If what I was told is correct, would there be a way to increase the server-wide hostile mob cap without causing a tremendous amount of lag to accommodate for the higher server population? Perhaps there would be a way to increase the cap depending on how many players are online (with a limit of course). Hopefully there is a foreseeable solution. Cheers

    - Mike_n_ike4

  2. Quoting myself here:

    Ok guys here is some (Pseudo) Minecraft Code for ya

    The game saves something called 'Local Difficulty'

    TLDR The longer you stay in a specific area, the more mobs spawn. You can view this in F3. IE when you first come to an area, not much will spawn. After more than 50 hours in one area, the difficulty will suddenly begin to rise quickly.

    To quote the Minecraft Wiki:

    The “inhabited time" of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of time—if 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours.

    Total play time in the world also contributes to regional difficulty. This effect doesn't begin until after the first hour of play time and is capped at 21 hours.

    TotalTimeFactor, ChunkFactor, and RegionalDifficulty are floating-point variables MoonPhase is as in the table above. if ( TotalPlayTime > 21 hours ) TotalTimeFactor = 0.25 else if ( TotalPlayTime < 1 hour ) TotalTimeFactor = 0 else TotalTimeFactor = ( TotalPlayTimeInTicks - 72,000 ) / 5,760,000 if ( ChunkInhabitedTime > 50 hours ) ChunkFactor = 1 else ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000 if (difficulty is not Hard) multiply ChunkFactor by 3/4 if ( MoonPhase / 4 > TotalTimeFactor ) add TotalTimeFactor to ChunkFactor else add MoonPhase / 4 to ChunkFactor if ( difficulty is Easy ) divide ChunkFactor by 2 RegionalDifficulty = 0.75 + TotalTimeFactor + ChunkFactor if (difficulty is Normal) multiply RegionalDifficulty by 2 if (difficulty is Hard) multiply RegionalDifficulty by 3 return RegionalDifficulty