30 second despawn immunity does not exist
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded part of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage, and then reduced by 1 each game tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.). This makes it harder to get rarer mobs like zombie villagers, donkeys, and axolotl (
MCPE-140859) when you go looking for them. - Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart. - Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
Linked Issues
is duplicated by3
Created Issue:
30 second despawn immunity does not exist
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded port of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded port of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded port of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.)
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.).
- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded port of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage and reduced by 1 each tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.).
- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded port of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage, and then reduced by 1 each game tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.).
- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
is duplicated by
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded p
ort of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage, and then reduced by 1 each game tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.).
- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded part of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage, and then reduced by 1 each game tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.). This make it harder to get rarer mobs like zombie villagers, donkeys, and axolotl (
MCPE-140859) when you go looking for them.- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
The despawn changes made in 1.16.0 were supposed to include a 30 second despawn immunity timer according to bolded part of the following changelog statement:
- If mobs are between 32 and 44 blocks from the nearest player, they must not take damage for 30 seconds as well as succeeding a 1 in 800 chance
The 30s despawn immunity does not exist in the current version and it appears it was never fully implemented. Mobs have a HurtTime signed integer NBT entry but it is always set to 0. (Checked with MCCToolchest in world with chunks generated prior to the 1.16.100 chunk storage format changes.) It should probably be set to 600 at spawn and whenever the mob takes damage, and then reduced by 1 each game tick.
This has two major impacts:
- Mobs can spawn in sight of the player but then despawn before the player has enough time to reach them for an interaction (whether to kill, to tame, to nametag, etc.). This makes it harder to get rarer mobs like zombie villagers, donkeys, and axolotl (
MCPE-140859) when you go looking for them.- Mob farm rates are significantly lower than they would otherwise be. For example, a farm module that averages only 9 seconds to kill a mob after it spawns will lose 20% of its mobs to random depsawns before they are killed, if the module and kill area is >32 blocks from the player. (This can be calculated using https://www.dskjal.com/statistics/chance-calculator.html)
Steps to reproduce
- Open Despawn immunity test.mcworld
. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart.
- Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs often despawn sooner than 30s after spawning or after taking damage.
relates to
is duplicated by
is duplicated by
is cloned by
Seems similar to MCPE-152500. Have you had an instance of mobs that are leashed despawning as of 1.18.10? If you have, it is likely related to MCPE-144208 or MCPE-21416.
Thank you for your report!
We're resolving and linking this ticket forward as a duplicate of MCPE-152500, as that ticket contains more detailed information and/or has already been triaged by Mojang.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
The difficulty of finding axolotls may be partly due to them despawning before you can get to them. Mobs are supposed to be immune from despawning for 30s after they spawn, but they are not (MCPE-152500). Axolotls attempt to spawn in 8-9% of underwater spawns in lush caves, which averages to once every 101 seconds in each chunk. But with no despawn immunity timer, they have a 50% chance of despawning within 28 seconds if the player is >32 blocks away.
Thank you for your report!
We're tracking this issue in MCPE-140859, MCPE-152268, and MCPE-152500, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
I tested to see if leashing still gives persistence to mobs, and it does. So I am going to resolve this report as a duplicate of MCPE-152500 and MCPE-21416. Please add your vote to those reports and follow them for updates.
Let me clarify what I meant, and sorry for the confusion.
- Mobs that you have seen but not interacted with should despawn if go far enough away. These mobs despawn instantly in chunks on the inside edge of simulation distance. On simulation distance 12, that would be about 11 * 16 = 176 blocks away.
- Mobs that you have seen but not interacted with should not despawn within 30 seconds of spawning. However, the 30 second immunity is not working, and that bug is tracked at
MCPE-152500. - Mobs that have taken damage such as by you hitting them should have the 30 seconds of despawn immunity restarted, but they don't, and that is also covered by
MCPE-152500. - Mobs that you have interatcted with by leashing, taming, breeding, or nametagging should never desapwn. However, they sometimes do not get saved, and that bug is tracked at
MCPE-21416if it relates to them being able to cross a chunk border. That's almost certainly what happened if the leash knot was left behind on the fence despawned.
Li-An B:
- You can prevent animals from despawing by taming, breeding, or leashing them.
- Villagers, iron golems, armor stands, minecarts, and vindicators/evokers generated in mansions, and shulkers are always persistent and would only despawn due to a bug (
MCPE-144208,MCPE-21416,MCPE-152282,REALMS-10040). - When mobs convert to another type they stay persistent, so if you zombify villagers the zombie villagers will be persistent.
- Monsters are the only kind of mob that can only be made persistent with a name tag. They are supposed to be immune from despawning for 30 seconds if you punch them, but that is not working due to another bug (
MCPE-152500).
Non-persistent mobs are supposed to have 30 seconds of despawn immunity after spawning or taking damage. This is once again not working, like in 1.18.10 through 1.18.31 (MCPE-152500).
Steps to reproduce
- Open the test world from
MCPE-152500. It is a flat world set to simulation distance 4 with two platforms 32 blocks apart. - Stand on the blocks at X = -1, Y = 100 and watch the platform at X = 32, Y = 100.
- When a monster spawns, start a stopwatch and watch the monster until it despawns.
- Repeat steps (1) - (2), then when a mob spawns fly over and hit it and start a stopwatch, then fly back to the X = -1 platform and watch the mob.
Expected results
Mobs would never despawn sooner than 30s after spawning or 30s after taking damage.
Observed results
Mobs sometimes despawn sooner than 30s after spawning or after taking damage.
In the current latest Bedrock 1.18 version this is still valid. I have zombie piglins spawn into existence in my nether gold farm, take a few steps towards a turtle egg and despawn before they reach it. Its not consistent in that it happens to all of them all the time, but enough to reduce the rates.
Its on a BDS if that makes any difference.
Can confirm this is also present on PS4 1.18.12 on all simulation distances.
Mobs despawn instantly after spawning between 30 - 40 blocks from player.
Affects 1.18.32 hotfix
1.19.0.30/31 beta and preview
I have been re-testing mob farms (general overworld monster farms and creeper farms) with others in the technical community and we are finding that farm rates are 10-20% lower than they were in 1.17.40. We have determined that caps, split density, and water pushing speed are unchanged. I also asked someone with a version switcher to test for this bug in earlier versions and they are pretty sure it did not exist in 1.17.30. I've also been informed by a code-digger that the spawn rate has not changed. So it looks like this despawn immunity bug may have started in 1.18.10 and is responsible for the significantly lower mob farm rates in the current version.