Zombie Spawning
On two separate occasions I was killing a zombie and another zombie spawned right next to the one I was killing. I don't know the steps to reproduce this, but I don't think the zombie should have spawned that close to me.
Environment
Windows 7, Java 7 update 21, and Java 7 update 21 (64-bit)
Linked Issues
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Created Issue:
Zombie Spawning
On two separate occasions I was killing a zombie and another zombie spawned right next to the one I was killing. I don't know the steps to reproduce this, but I don't think the zombie should have spawned that close to me.
Environment
Windows 7, Java 7 update 21, and Java 7 update 21 (64-bit)
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Duplicate of MC-16311, please use the search function to see if your bug has already been submitted. Currently over 56% of tickets are being closed as duplicate.
First, this is not a duplicate of MC-16311, see below.
I posit at least one of these possibilities:
1. Zombie spawn conditions have changed (light level?)
2. Zombie behavior (detection skills?) has changed
3. Zombie sieges event activity has changed (happens all the time or never ends?)
4. The change between 13w22a and 13w23 made my lit caverns count as unlit, and would perhaps require removing and replacing all of my torches to count as properly lit.
Unusual number of zombies spawning detecting now in 13w23a and b.
Underground cave-system home (much like Etho's LP on the Ethoslab Youtube channel) had manageable numbers of zombies coming during 13w22a, but now is virtually swarmed with them.
This is not due to social zombies as I have observed during the course of other 1.6 snapshots, these waves of zombies appear with brief pauses, not directly from damage on an existing zombie (usually enough time to make another sword or eat a porkchop, and maybe regenerate some health).
Minutes after loading up my world in 13w23a, my wife and I battled hard, then I burned through 2 stacks of torches lighting additional areas in the cave system while she kept the horde at bay, but to no avail... it's like these zombies can sense us or our villagers from 50-100 blocks away through walls.
I do have a few cured villagers, but none of my doors have blocks exposed to sky on either side in a direct line (cave home). Without 'valid' doors, this can't be a village, and therefore can't be subject to sieges, right? Even if it were a siege, sieges end at some point, don't they?
Intended. Those are sociable zombies.
Oh, ok. Thanks.
It doesn't seem right to me that a zombie can spawn on the block right next to you and you have to take instant unavoidable damage. Shouldn't they spawn at a minimum distance away to at least give you a chance?
"Works as intended", fine - but this is a really dumb "feature".
If I wanted to play MineZ, I would just install the mod.
If I may clarify my concern: I have no problem whatsoever with the "social" zombie feature itself. My concern is that the summoned zombie reinforcements are able to violate the normal spawn rules regarding spawn location. Reinforcements should not be able to violate normal rules regarding valid spawn locations (non-spawnable blocks, well-lit areas, player spawn buffer zone).
Let the aggravated zombies spawn all the reinforcements they want - as long as those reinforcements spawn on spawnable blocks, in the dark. Given that zombies can track from an insanely large distance now, that shouldn't be a problem.
This is fixed in 1.11.2 and probably earlier versions. The reinforcement zombies spawn at least 7 blocks (or rather meters) away from any player who is not in spectator mode.