When only a Spectator stays near mobs, they don't despawn
To keep hostile mobs in spectator mode, rename them with a name tag (renaming the spawner eggs does not work!)
Hijacking my own ticket: I definitely agree with the several people who have commented below: I'd like this to be changed back! Fun overrides this nit picky way I was suggesting of being consistent.
What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along, with that cool shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
Environment
any
Created Issue:
When only a Spectator stays near mobs, they don't despawn
What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along through the shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
Environment
any
What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along
through theshader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along, with that cool shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
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What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along, with that cool shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
Moderator noteTo keep hostile mobs in spectator mode, rename them with a name tag (renaming the spawner eggs does not work!)
What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along, with that cool shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
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Moderator noteTo keep hostile mobs in spectator mode, rename them with a name tag (renaming the spawner eggs does not work!)
Hijacking my own ticket: I definitely agree with the several people who have commented below: I'd like this to be changed back! Fun overrides this nit picky way I was suggesting of being consistent.
What I expected: I had reasoned that since the presence of a spectator does not trigger the spawning of mobs, that likewise the presence of a spectator would be insufficient reason for mobs such as skeletons and zombies to hang around in the absence of other players.
What I saw: Mobs that typically would despawn when a player moves out of their radius, were hanging around indefinitely as if my presence was preventing them from despawning.
It seems convenient on the one hand that a spectator can camp out inside an enderman for instance and spy on people who might come along, with that cool shader, or something, but on the other hand it ends up being a giveaway to other players that the otherwise-despawning mob must contain a spectator.
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Works as intended. Duplicate of MC-46776
In MC-46776 :
[Mojang] Nathan Adams:
I've changed it so that mobs will despawn even if everybody is a spectator, to be consistent.
this is intended, like Fenhl said a fix for MC-46776 but that named mobs despawn, isn't supposed to happen, however this isn't that bug report
this bug report says all hostiles despawn then, that is intended
Duplicate of MC-46776 - If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.
Or rather, this behaviour was specifically introduced as the fix for MC-46776
@bananenbroek4: Are you in spectator mode ? Mobs despawn immideately, see MC-46776
Works as intended. Duplicate of MC-46776
Works as intended. Duplicate of MC-46776
Works as intended. See MC-46776
Fixed summary according to description (Invincible -> Invisible). Thus duplicate of MC-46776
Works as intended. See MC-46776
Works as intended. See MC-46776
WAI. See MC-46776
Please don't put down the affected version as a future version. You DON'T have access to it yet!
WAI. See MC-46776
That's because they despawn. See MC-46776
WAI. See MC-46776
Duplicate of MC-46776 - If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.
Duplicate of MC-46776 – If you have not, please use the search function in the future, to see if your bug has already been submitted.
intended see MC-46776
This was only partially true; mobs would not despawn if the only players online were spectators. If there were any normal players on then the mobs would despawn.
I've changed it so that mobs will despawn even if everybody is a spectator, to be consistent.
Aha. I hadn't checked this out in multiplayer with any non-spectators, I made assumptions. Whoops.
Oh... So it's Intended.
Nathan, I don't think it needs to be like that. What if I want to teleport a hostile creature to a player, when the player would be in spectator mode so it won't push the entity? And I want to test it on a singleplayer world? How would I do it? You should do that it will only despawn if the player is in a server, and if he is on a singleplayer world, then mobs won't despawn.
alon, if you tp it with a fast clock, pushing won't be a problem, a spectator now counts as no player that's simply how it works now
I did put a fast clock, the fastest clock in the game, the setblock clock, and it still pushes it, and actully makes the ghast look really glitchy...
look just acept that this is how the game works and try and make it as less glitchy as posible
I don't get why you changed the spectator mode in such a way! The best part in this mode was to be able to fly around, click any mob, and get into it, hostile or otherwise. Now we have to rename hostile mobs to have them stay? It doesn't make any sense compared to what this mode was about in first place!
And just for what? I mean, really? Because people complained about mob not despawning in special mob-pit or whatever? That's a legit reason to annoy everyone else? Just look how many other subject were created because of this change, from people whom complained about the hostile mobs not appearing anymore!
Please Mojang put that mode back as it was! This change suck!
I'm the original creator of this ticket, and I'm compelled to come out of my silence: I was wrong about the idea I had when I made this ticket. I agree with those others who have said, the fix is less convenient, and face it, definitely less FUN in single player than the way it was before. So I'll join the voices:
Please Nathan, I was wrong, please change it back!
Let me put my personal feedback on this.
Spectators are meant to have no impact on the world, other players and other stuff. In competitive Minecraft, keeping mobs alive can actually provide a disadvantage in comparison to others. So the fact that monsters do despawn is a good thing.
That is true, Mustek, and I totally agree when it comes to competitive minecraft, but this ticket and its change affected only single player minecraft.
In the beginning, i was actually unaware that multiplayer was already functioning with disappearing mobs. I was just extrapolating from my single player creative mode testing, and thought that they weren't. Bad extrapolation on my part. If I had known mobs were already disappearing in multiplayer, I wouldn't have suggested any change.
I agree that it has to be changed, but not completely back.
change it for single player, so that the mobs will stay.
but don't for multiplayer, so it will not effect other players
I think that the best solution would be creating a game rule to toggle if spectators count as players in terms of mob spawning/despawning. It's a bit of a hassle to name EVERY single mob if you don't want any to despawn.
The good news is that this will be reverted to its "fun side" in 14w28b (
MC-61080).