Llamas left after mob kill wandering trader (don't despawn)
I have created a behavior pack that allows trader llamas to follow normal despawn rules if they get separated from the wandering trader: Trader llama despawn.mcpack
Note that using this will disable achievements in your world.
Steps to reproduce:
- Play for a very long time staying and building around the spawning point.
Expected results:
Mobs regularly despawn even if they interacted with each other.
Observed results:
Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.
I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Linked Issues
is duplicated by1
relates to4
Created Issue:
Llamas left after mob kill trader don't despawn
Steps:
Play for a very long time staying and building around the spawning point.
Observed: Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Expected: Mobs despawn even if interacted with each other.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Llamas left after mob kill trader (don't despawn)
Steps:
Play for a very long time staying and building around the spawning point.
Observed: Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Expected: Mobs despawn even if interacted with each other.Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Steps to reproduce:
- Play for a very long time staying and building around the spawning point.
Expected results:
Mobs regularly despawn even if they interacted with each other.
Observed results:
Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Llamas left after mob kill wandering trader (don't despawn)
relates to
relates to
Steps to reproduce:
- Play for a very long time staying and building around the spawning point.
Expected results:
Mobs regularly despawn even if they interacted with each other.
Observed results:
Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Workaround from [Mod] GoldenHelmetI have created a behavior pack that allows trader llamas to follow normal despawn rules if they get separated from the wandering trader: Trader llama despawn.mcpack
Note that using this will disable achievements in your world.
Steps to reproduce:
- Play for a very long time staying and building around the spawning point.
Expected results:
Mobs regularly despawn even if they interacted with each other.
Observed results:
Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
is duplicated by
relates to
relates to
Workaround from [Mod] GoldenHelmetI have created a behavior pack that allows trader llamas to follow normal despawn rules if they get separated from the wandering trader: Trader llama despawn.mcpack
![]()
Note that using this will disable achievements in your world.
Steps to reproduce:
- Play for a very long time staying and building around the spawning point.
Expected results:
Mobs regularly despawn even if they interacted with each other.
Observed results:
Mobs and animals stop spawning, mobs cap is reached. Observed large amounts of Llamas - see details why it happens. Really really it spoils the survival game.
Details:
While playing survival for a long time, from time to time I get a situation when no more animals or mobs appear around my home (it's initial spawing point). I think I found the cause of the issue: The mobs spawning cap is reached by leftover Llamas after their trader is killed by some other mob. For what is worse, the killing mob also does not despawn over time, killing more and more traders, and causing that point is overwhelmed by Llamas. After some searching around the base, I have found 2 of such points (see the screenshot of one of such points). And 3rd point was in the cave below the base (where I first discovered this). In all 3 places killing mob was a zombie. Each spot has 16-30 Llamas. These for sure were trader Llamas (all covered with carpet, some dropped the lead). I do not know how many places like that I have below in the huge caves system at my spawning point, but I still hear Llama sounds all around, so I think a few more are there for sure since the mobs spawning cap was reached.I think mobs and trader's Llamas should not be marked as "interacted with Player" when they fight each other, so they can correctly despawn instead of gathering into the "Trader Llama" packs like that.
Thank you for your report!
We're tracking this issue in MCPE-102302, so this ticket is being resolved and linked as a duplicate.
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Trader llama buildup is tracked at MCPE-102302.
When wandering traders attempt to spawn near a village bell, they appear to start their search for a spawnable block at Y = 0 instead of near the bell’s Y level.
Steps to reproduce
- Load MCPE-151591 Trader Test.mcworld
. This world consists of a series of empty 64 x 64 platforms from Y -60 to Y 319. These platforms can be refreshed by pressing the button at 126, -59, 1. There are also command blocks that mark wandering trader spawns with glowstone columns that stretch from the spawn spot to world height and then kill all entities except villagers. When you first load the world, you will be in a small village with a bell in the center of the Y 73 platform. - Use the world as it is already set, or kill the villager, reset the platforms, and place a bell, bed, and villager at the center of any of the other platforms.
- Stand by the bell for a couple of hours.
Expected results
The wandering trader spawns near the bell, since it is the gathering place of a loaded village. It should spawn on the same platform or maybe the one immediately above or below.
Observed results
The wandering trader spawns near the bell horizontally, but near Y = 0 vertically. For example, using the world with the village already set at Y 73, I found that 3 successive traders spawned within 1 block horizontal of the bell, but at Y 1. Using a village at Y 100, the first two traders spawned at the same X, Z, 1 block from the bell horizontally, but at Y 1 and Y -3.
This issue has been on the game for a very long time. I have various player-made villages with a bell on the overworld surface, and Wandering Traders seem to always spawn in the caves underground, below that bell. It gets much worse in 1.18, as they can spawn very deep underground, over 64+ blocks below that bell. It consistently spawns on that spot, never on the surface of my village.
As Wandering Traders are killed underground, persistent Trader Llamas and Zombies carrying leads will accumulate below your base, which will cause lag at 100+ mobs. (See MCPE-102302 and MCPE-125111)
There are various complaints of players unable to find Wandering Traders around their base, and this bug could be the reason. If they always spawn deep underground, players won't notice.
Please force Wandering Traders to spawn close to the bell. It seems like the Y-range spawn can get ridiculously far from the bell. I'm not sure why the Wandering Traders aren't spawning close to the bell, it could be because there are some decorations and clutter around that bell. I've tried giving the trader more room to spawn near that bell, but it doesn't work.
Please read my comment again, and it's obvious that there is no attempt to chat with people like a forum. It's literally just a very detailed bug report meant to help the devs. This bug seems unrelated, but every time I search and make this topic, it leads to this page. And a bot says that I'm supposed to add the extra information here, so I did. This is new information not discussed in this thread yet. I've never had any issues reporting bugs in this site, until now. I'm honestly not sure what else you want me to do, can you please edit this entire comment chain to match what you want? All this back-and-forth is cluttering this thread.
I have a player-made surface village with a bell, and Wandering Traders are consistently spawning in the new caves over 64 blocks below that bell, in the exact same spot, several times. This is definitely not coincidental. I've given ample space for the Wandering Trader to spawn near the surface bell, but they never did. The Y-range of the Wandering Trader bell spawn is messed up and can spawn very far from the bell vertically. Before 1.18, they spawned in the caves a few blocks below that bell (which is undesirable) but after 1.18 it gets much worse, spawning even deeper. This issue has been going on for a long time, on a lot of my villages.
I'm aware that Wandering Traders can spawn underground. When I go caving, they can spawn nearby. The issue is that, when I'm on the surface on my village, the Wandering Trader should spawn close to the village center (bell). But instead, they kept clogging the caves underneath, creating hundreds of persistent trader llamas (MCPE-102302) and zombies carrying leads (MCPE-125111) under your base, causing huge lag. This bug is also a big reason why some players can't seem to find Wandering Traders on their base.



One more case: Finally found a cave where Llama sounds below my base were for so long. And the killer was a baby zombie. See screens
This problem is a direct result of the way
MCPE-66638was patched. That change made trader llamas spawn with persistence, so now they can hide forever in hidden places much like cave monsters used to do (MCPE-21856). Moreover, trader llama spawning is not limited by any population or density caps, so they can accumulate indefinitely, just like converted drowned used to do (MCPE-34032).By them accumulating to much in one area and not despawning there become way to many llamas which eventually cause a drop in game performance (lag) further more the wandering trader and his llamas can spawn literally anywhere even in the ocean.
The problem here is that the entities\llama.json file in the vanilla behavior pack includes the component
"minecraft:persistent": { }within the group
"minecraft:llama_wandering_trader".
This makes trader llamas stay persistent forever.
I have fixed the bug in the attached behavior pack by putting "minecraft:persistent" into a new, separate group, "llama_persistent", which gets added at the same point as minecraft:llama_wandering_trader, but gets removed by a new event, "lost", if the llama is unleashed from the trader.
The behavior pack is nice, although disabling the achievements would make me avoid it, assuming I could ever use it on console in the first place.
This is a serious issue. I've been having so many trader llamas spawn in my caves that it's insane. Please Mojang, fix this issue. It's an easy fix.
After 1.17 the trader llamas block glow squid and axolotl spawns.
Update: in 1.18 axolotl are classed as water_animal instead of animal, so trader llamas no longer block them from spawning.
Affects 1.17.40.20
Confirmed in 1.17.40. Llamas still accumulate around my base and don't ever despawn. I kill them on sight but I'm sure there are ones I haven't found producing lag and wasting the mob cap.
Can confirm that 1.18.2 still has this big issue. Wandering traders and llamas spawn in caves. Llamas detach from wandering trader either because he's killed, lava, water, dripstone, height etc. And then llamas start to build up as you play, leading to hundreds of persistent mobs and huge lag in your base after a while. Trader llamas that haven't interacted with the player should despawn.
It's also worth looking at MCPE-125111 as zombies underground will pick up llama leads and cause further persistence. Play long enough, and your base starts to get very laggy with hundreds of mob collisions underground. Zombies holding items should also despawn. Often they're just carrying junk like skeleton arrows, gravel, slime etc. Maybe if they're actually holding something valuable, they can have persistence, if that check doesn't cause lag?
Also, I have a village & bell in the surface, but wandering traders consistently spawn in deep underground caves below the bell, which will kill them and spawn more persistent llamas. The Y-range of the wandering trader bell spawn is messed up. See
MCPE-151591for details.Still happening in 1.18.0. I have seen llamas despawn at the same time as they wandering trader as long as they are still connected by a lead. When the lead is broken (like when the trader is killed instead of despawning) the llamas become persistent.
I've uploaded an updated workaround pack.