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  1. Nov 2, 2024 · Previously, if one built a dark room inside that chunk, almost all mobs would spawn there as there was no chance of the algorithm bailing out before reaching that chunk. Hostile mobs can now spawn in higher light levels at lower depths, using the formula 16 − (Layer / 8). At level 8 and below, mobs could spawn even in sunlight. v1.2.1

  2. Dec 2, 2014 · @Alex The quirk is that the spawn cycle goes through all loaded chunks and tries to spawn mobs once in each, and the spawn limit is only checked once at the very beginning. This way, if you are out in the ocean, when there is a huge volume of water around you, a single spawn cycle of squids can result in several dozens, or even hundreds of them, immediately hitting the limit.

  3. minecraft.fandom.com › wiki › SpawnSpawn - Minecraft Wiki

    • Player Spawning
    • Natural Generation
    • Spawn Cycle
    • Other Types of Spawning
    • Despawning
    • Trivia
    • Gallery
    • External Links

    World spawn

    New players initially spawn within a small area surrounding the world spawn point when the server is not in Adventure mode. Upon death or return from the End dimension, the player respawns within this area unless the player's individual spawn point changed (by using a bed or respawn anchor, or the /spawnpointcommand). This area is 21×21 blocks by default in Java Edition or 5×5 in Bedrock Edition, but can be changed by the spawnRadiusgamerule in both single and multiplayer. When set to 0, the...

    Individual spawn

    The individual spawn point of the player can be changed by sleeping in a bed, using a respawn anchor, or using the /setworldspawn or /spawnpointcommand. If the individual spawning area of the player is obstructed upon death, the player respawns at the world spawn. Sleeping in a bed allows for leniency in obstruction, in that the player respawns on other blocks near the bed if the original point becomes blocked. The same is true for the respawn anchor. If the spawn point set via /setworldspawn...

    Animals

    In Java Edition many animals generate upon initial chunk creation. These spawns occur only once per chunk. They are not affected by the /gamerule doMobSpawningcommand. One in ten newly-generated chunks attempts to generate animal mobs, usually in packs of up to 4 of the same species. The spawn attempt always starts on top of the highest available block in a randomly chosen column within the chunk. The chosen position must not be a solid block for the animals to generate. Once the starting pos...

    Monsters

    Monsters cannot spawn when the difficulty is set to Peaceful (except piglin‌[BE only] and hoglin). At any higher setting they spawn when block light level is 0. The player cannot sleep when a monster (other than hoglin; and in Java Edition, also include slime, magma cube and non-hostile zombified piglin) is nearby, even if the monster has no path to the player. Common monsters Common monster mobs can spawn in almost any biome in the Overworld (except for mushroom fields or deep dark). They ca...

    Other mobs

    In Java Edition these mobs still spawn if the /gamerule doMobSpawning command is set to false, because they spawn as part of structure generation. In Bedrock Edition nothing spawns if the /gamerule doMobSpawning command is set to false. Animal mobs Monster mobs Other mobs

    Java Edition

    Mobs are broadly divided into seven categories: hostile, passive, water creature (squids and dolphins), underground water creature (glow squids), axolotls, water ambient (all 4 types of fish), and ambient (bat). Most mobs have a spawning cycle once every game tick (1⁄20 of a second), but passive mobs have only one spawning cycle every 400 game ticks (20 seconds). Because of this, where conditions permit, hostile mobs spawn frequently, but passive mobs (animals) spawn rarely. Most animals spaw...

    Bedrock Edition

    Environmental spawning in Bedrock Edition shares broad similarities to natural spawning in Java Edition: mobs spawn in a radius around the player subject to block conditions, lighting conditions, biome conditions, naturally generated structure conditions, and caps. Many mobs spawn in groups (called "packs" in Java and "herds" in Bedrock). One notable difference from Java Editionis that most animals can spawn at light level 7 or higher rather than 9 or higher. There are two types of environmen...

    General

    1. In Creative or via a dispenser, the player can use spawn eggs to spawn most mobs. When mobs are spawned this way, all normal spawning requirements, such as light level and block type, are ignored (though monsters other than vindicators‌[BE only], evokers‌[BE only], shulkers, and ender dragon still cannot be spawned in peaceful). 2. Any entity can be spawned using the /summoncommand.

    Java Edition

    All monster, ambient, and aquatic mobs excluding shulkers, withers, elder guardians and ender dragons despawn unless they have been marked persistent. Other mobs that are not monster, ambient, or aquatic that do despawn include ocelots, stray cats, and wandering traders. 1. A mob that has had no player within 32 blocks of it for more than 30 seconds, or 10 seconds if in low light levels, has a 1⁄800 chance of despawning on each game tick (1⁄20 of a second), which is a 2.47% chance per second....

    Bedrock Edition

    In Bedrock Edition, like Java, despawning occurs based on distance and chance. 1. On simulation distances 6 and higher, almost all environmentally spawned mobs immediately despawn when they are either (1) in a chunk at the edge of the simulation distance (technically, a chunk not fully surrounded by 8 chunks that were simulated on the last game tick), or (2) more than 128 blocks from the nearest player. 2. On simulation distance 4, mobs immediately despawn when they are more than 44 blocks fr...

    In Java Edition, the world spawn (the point where players spawn if they have no valid bed spawn) is usually a random (seed determined) point between -500 and +500 on the X and Z axis. If the chosen...
    In Bedrock Edition, an opaque block normally causes all blocks below it to spawn cave mobs, but not if a transparent block is placed on top.
    An ideal spawn location, with trees and animals nearby.
    A non-ideal spawn location. In a desert, unless a player finds an exposed mineshaft, it is much more difficult to find wood.
    A spawn location on an island, with trees nearby.
    A Dark forest's dense foliage can protect hostile mobs from sun, making this biome dangerous.
    Forum thread by Marglyph about the spawning algorithm in Beta 1.2
    Forum thread by fr0stbyte124 on mob spawning in Alpha v1.1.2_01 from before the Halloween Updatechanges
    • 28 min
  4. Passive mobs only spawn inside a 240×240 block area around the player. Passive mobs present in the spawn chunks count toward the mob cap. This often prevents friendly mobs from naturally spawning elsewhere in the world. Changing location [edit | edit source] A new world spawn point can be set using /setworldspawn. If no coordinates are ...

  5. Spawn chunks are chunks found at the world spawn point which are always loaded in memory, unlike normal chunks which unload when no players are nearby. Note: Update 1.20.5 reduced the default spawn chunks to a radius of 2, effectively a 3x3 chunk area around spawn point. This setting can still be changed via commands, so players have the option to set the spawn chunk size to the one prior to ...

    • 28 min
  6. Mob switches work usually by being in the spawn chunks, which are always loaded. Suppose you had 70 shulkers in the spawn chunks, they are a special mob that count to the mob cap but don't depsawn when a player is far away. Because they are always loaded, the mob cap is always filled so if only one player is online, no new mobs can spawn.

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  8. In 1.12 monsters would still spawn in 15x15 chunks around the player, but they would despawn after 1 gametick of being alive. Exceptions. The following hostile mobs count towards the mob cap but do not despawn and as such can be used in mob switches: Withers; Elder Guardians (not in 1.15.2+) Shulkers

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