Mobs spawn too frequently in the Nether
This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix MCPE-21856 and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)
How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4 (
MCPE-95568). This change eliminated the problem with spawn density and frequency for simulation distances higher than 4. (see below for why the problem still affects sim 4) - Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating. - Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).
Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on MCPE-132746.)
The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
Linked Issues
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- Unresolved
Fere Free
- 148
- 72
- Confirmed
- 376842
- Multiple
- despawning spawning
1.17.10 - 1.21.51 Hotfix
1.17.10 1.17.10.22 Beta 1.16.220.52 Beta 1.16.210.55 Beta 1.16.100.58 Beta 1.16.0.66 Beta 1.16.0.63 Beta 1.16.0.59 Beta 1.16.0.58 Beta 1.16.0.51 Beta 1.16.0 1.16.1 1.16.20 1.16.40 Hotfix 1.16.100 1.16.200 1.16.201 Hotfix 1.16.210 1.17.0 1.17.2 Hotfix 1.17.40 1.17.41 Hotfix 1.19.2 Hotfix 1.19.41 1.19.51 1.19.63 1.20.0.22 Preview 1.19.80 1.19.81 Hotfix 1.20.1 Hotfix 1.20.13 Hotfix 1.20.41 Hotfix 1.21.31 Hotfix 1.21.51 Hotfix- 1.17.20.20 Beta
Created Issue:
Nether is over run with mobs!!
The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after anotherDozens of the new Pigmen in huge groupsMagma Cubes in groups of three or fourand as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
It also seems that if you're above the new pigment, and not in gold armour they will ignore you. Only once you get on their level they notice you
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The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after anotherDozens of the new Pigmen in huge groupsMagma Cubes in groups of three or fourand as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
It also seems that if you're above the new pigment, and not in gold armour they will ignore you. Only once you get on their level they notice you
Nether is over run with mobs!!Mobs spawn too frequently in the Nether
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The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after anotherDozens of the new Pigmen in huge groupsMagma Cubes in groups of three or fourand as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
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This also happens in the overworld, zombies at night despawn, and I play on Android.
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Ghasts spawn very frequently. I've had ghasts spawn close behind and in front of me which gets very annoying. There is always at least one ghast alive nearby even when you're always killing them. The new despawn rule will definitely be associated with this issue.
I've had ghasts spawning in my Nether Tunnels. I believe the design should disrupt their 5×4×5 spawn space requirement but it doesn't seem to be (you can review my design below in case I'm wrong). When they do spawn in the tunnel, they can't move. They also sometimes spawn in the roof with their hitbox on the outside and when so are also stuck.
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Just to clarify Simons comment below, It seems the issue you are describing is more of a Sim Distance issue maybe? Which sim are you playing on, as Your expected behaviour of mobs having a gap between spawning, is indeed how Spawning mechanics work. There is a gap between spawns. This is how mob spawning works on Minecraft. Having mobs spawn around you has less to do with how a mob is spawned but more to do with Where a Mob Can Spawn, Sim 4 Mob spawning is Small area. Sim 6 is much much much bigger which means less chance of mobs in your face. Changing how mobs spawn will affect EVERYONE that plays the game. But Fixing Sim4 would solve the issue that people on sim 4 play. Remember everyone has a Choice to play on whichever Sim they want to. Changing mob spawning gives no choice.
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NoteUpdate by [Mod] GoldenHelmet January 11, 2024
This issue has changed in some ways since originally reported. Here is a summary.Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4. This change limited the spawn density and frequency problems to sim 4. (see below)
- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
NoteUpdate by [Mod] GoldenHelmet January 11, 2024
This issue has changed in some ways since originally reported. Here is a summary.Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4. This change limited the spawn density and frequency problems to sim 4. (see below)
- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4. This change limited the spawn density and frequency problems to sim 4. (see below)
- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4. This change limited the spawn density and frequency problems to sim 4. (see below)
- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4 (
MCPE-95568). This change eliminated the spawn density and frequency for simulation distances higher than 4. (see below for why it affects sim 4)- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4 (
MCPE-95568). This change eliminated the spawn density and frequency for simulation distances higher than 4. (see below for whyit affects sim 4)- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!This issue has changed in some ways since originally reported. Here is a summary.
Main problem:
Mob spawning and despawning rules were changed 1.16.0 to fix
MCPE-21856and bring Bedrock closer to parity with Java. The changes had unintended effects:
- higher overal mob density in the nether compared to Java Edition
- high frequency of mobs respawning very close to the player after the player kills nearby mobs
- due to ^^, increased impact of pre-existing bugs that affect spawning and player experience (
MCPE-133687,MCPE-46540,MCPE-35222)How the problem has changed:
- In 1.16.100 the spawn range was expanded for simulation distances higher than 4 (
MCPE-95568). This change eliminated the problem with spawn density and frequency for simulation distances higher than 4. (see below for why the problem still affects sim 4)- Related bugs have been fixed (
MCPE-133687,MCPE-46540,MCPE-35222). It is now possible to spawn-proof as expected against magma cubes and slimes, and ghast sounds are not so irritating.- Fix attempt in 1.17.20 Previews was reverted because it made spawn density too low on simulations distances higher than 4 (
MCPE-132746).Why the problem occurs only on simulation distance 4:
Mob spawn density is controlled by checking a 9 chunk * 9 chunk area around a spawn attempt for mobs of the same population grouping. On simulation distance 4, at least 80% of this area is always outside of the spawning and despawning range, and therefore normally does not contain any mobs. As a result, mobs tend to spawn much closer to each other and much closer to the player on simulation distance 4 compared to higher simulation distances. Based on my tests, mob density within 44 blocks of the player tends to be 50-100% higher on sim 4. (For more detail on these numbers see my comments on
MCPE-132746.)The amount of mob spawns in the Nether is insane.
It's completely unblanced:
Ghasts spawning half in blocks and hald out and one after another
Dozens of the new Pigmen in huge groups
Magma Cubes in groups of three or four
and as for skeletons - there are just way too many of them to cope with!
Not even gone near a fortress yet!
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Confirmed in 1.21.44
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Thank you for your report!
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Thank you for your report!
We're tracking this issue in MCPE-65762, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-65762, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-65762, 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.
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@Draco894 while I don't have access to the code or Mojang's internal discussions, I think I can answer some of your questions based on knowledge gained from playing the game and testing these things.
- Command block + ticking area despawn systems work because chunks that have been simulated since the last reload of a world remain in RAM even though they are not ticked. This allows the mobs in those chunks to be targeted by commands. These systems can't be 100% reliable because mobs in chunks that have not been simulated since the last reload of the world will not be found by commands. Hard-coded despawning needs to be 100% reliable.
- The reason for r44 was confirmed with the resolution of
MCPE-78840: it is the maximum horizontal radius that can guarantee non-persistent mobs will never escape despawning and end up saved in non-simulated chunks. - There is no active "chunk unloading process" in which the game can do anything. Mobs used to be "saved" in "unloaded" chunks as a passive consequence of simply being located in chunks that were no longer simulated. Intentional despawning, therefore, has to happen within simulation distance, in chunks that are being ticked, and as part of the ticking process.
What could be done to re-enable the r54 effective spawn area and give sim4 an r54 (or 55 or 56) viable mob area, would be to base the radius on the horizontal center of the chunk in which the player is located instead of the exact player position. That would mean the horizontal despawn radius from the player would vary between 44 and 64 on sim4, depending on the player's relative position in a chunk. I don't see any problem with that, especially since the simulation_edge despawning that has been applied to higher sim distances already causes greater horizontal variance (on sim6 the horizontal despawn distance varies between 45 and 95). Moreover, expanding sim4 effective spawning back to r54 in this way would do a lot to help with both the present bug and the monster spawning density issues raised in MCPE-65762.
We can only track one issue on a ticket. I took the spawning in lit areas to be the main problem you were reporting and the rate of spawning to be derivative from that, so that is why I just responded to the light levels issue. The issue of spawn rates in 1.16 is being tracked at MCPE-65762.
As for spawning in high light levels, we've had a lot of tickets reporting this since 1.16 released, but in every one I have looked at it has turned out that the lighting was not adequate. That is why I started with the response I gave above.
Unfortunately, this applies to your bee house as well. The lanterns are 5 blocks off of the ground, so the space above the ground directly below them is at light level 11. The light above the ground at night is like this:
| wall | wall | door | door | wall | wall |
| 8 | 7 | 6 | 6 | 7 | 8 |
| 9 | 8 | 7 | 7 | 8 | 9 |
| 10 | 9 | 8 | 8 | 9 | 10 |
| 11 | 10 | 9 | 9 | 10 | 11 |
| 10 | 9 | 8 | 8 | 9 | 10 |
| 9 | 8 | 7 | 7 | 8 | 9 |
| 10 | 9 | 8 | 8 | 9 | 10 |
| 11 | 10 | 9 | 9 | 10 | 11 |
The storage room, on the other hand, does look adequately lit. Are you sure there is not a way for monsters to wander in to that hallway from somewhere else? I'd be happy to take a look at the world save if you can provide it. The other option for getting this report confirmed would be for you to write up steps that detail how to reproduce spawning in high light levels. We need to be able to reproduce the problem to confirm it as a bug.
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This issue may be duplicated by MCPE-65762.
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However, this issue is Incomplete.
Your report does not contain enough information. As such, we're unable to understand or reproduce the problem.
If your ticket does not look like the example given here, then it's likely to be closed as incomplete.
Also, we'd recommend making use of the search feature before writing a new bug report, as it's very likely that the issue has been mentioned already, and you can add a vote and any new information to the main ticket.
The ghast issue is being tracked at MCPE-65762.
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Please note though, this project is for the Bedrock Dedicated Server software only. For any future reports please head over to the appropriate project (links below).
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However, this issue is Invalid.
We can only track one bug report with each ticket. The issue with spawn rates in the nether is already tracked at MCPE-65762. You may make a new report just for the generation issue.
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Duplicate of MCPE-65762
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Unfortunately it does not look like there's a bug with the number of mobs spawning in general. Or, at least there is not enough information here to show there is a bug. There is a report of mobs spawning too frequently in the nether (MCPE-65762) but you did not mention anything about the nether so I'm assume it's just a general issue for you. You always have the option of setting the difficulty to Peaceful to prevent hostile mobs spawning at all, but getting killed is generally part of the game and even happens to experienced players.
I'm going to resolve this ticket as Invalid, but if you discover other bugs please feel free to create new tickets for them (after searching for duplicates). Also note that general game issues should be reported in the Minecraft: Bedrock Edition project unless they only happen on a Realm.
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Steps to reproduce
- In the nether, in the beta, fly around to various places.
- /execute @e[r = 45] ~~~ say hi
- /execute @e ~~~ say hi
Expected result
Based on changelog statements:
- In step (2) 15-20 monsters say "hi".
- In step (3) at simulation distances 6+ where spawn sphere is near full size, 70 monsters say "hi" (Java parity).
Actual result
- The results below will be skewed if you are in/near a bastion or nether fortress because of the abundance of structure spawns/spawn spots.
- Hoglins should be subtracted from Java results since they count toward the “hostile” cap in Java, but the “animal” cap in Bedrock.
Range Sim 4 Sim 6 Sim 8+ Java Step (2) / 45 block radius 8-12 monsters 4-6 monsters 4-6 monsters ??? Step (3) / full sim distance 8-12 monsters 15-20 monsters 25-30 monsters 70 monsters
Bug description
In the latest beta the following change was mentioned:
"Monster spawning in the Nether has been changed to more closely match Java Edition (MCPE-65762)
There will now be a maximum of 15 to 20 mobs around the player in the Nether, instead of 30 to 40"
This change does not make sense after testing, since there can now only be up to 8 mobs in the nether instead of 16 of the Monster population group (See
)
Related bug
Simulation distance 4
According to MCPE-65762, there are spawning way too many mobs in the Nether. The mentioned fix in the changelog was supposed to fix this bug, however the fix does not solve the issue in one way or the other.
Since the despawning sphere is so tiny (Mobs despawn 44+ blocks away) on simulation distance 4, new mobs tend to spawn more frequent and more closely to the player. The issue mentioned in the bugreport is about the mobs spawning too close to the player, making them overwhelmed by the amount of mobs. Reducing the Monster cave mobcap to 8 instead of 16 would still make this issue exist and doesn't change anything.
Ghasts
The bugreport also has a lot of duplicates to "Ghast spawning way too frequent". This change would not even fix that issue in the slightest, since Ghasts would spawn anyways, no matter how many mobs there are in the area. People would still be attacked in every direction by Ghasts.
Another issue with Ghast, which was also mentioned in a duplicate bugreport, that they would spawn in nether tunnels. There is currently a bug, like with Magma Cubes, where they can spawn inside 2-tall areas. It would be better fixing this bug than actually focussing on lowering the mobcap while Ghasts aren't much affected by it: (See Chri O' Briens comment about it https://bugs.mojang.com/browse/MCPE-65762?focusedCommentId=1016088&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-1016088)
Magma cubes
Also was mentioned that Magma Cubes spawn inside made nether tunnels everywhere. The change in 1.17.20.20 beta does not adress this issue, while it was mentioned multiple times in the bugreport that a lot of Magma Cubes would spawn there. The issue of Magma Cubes is that they can spawn in tiny rooms, even if their bounding box would align with a wall or ceiling. It is therefor better to focus on fixing this bug: https://bugs.mojang.com/browse/MCPE-46540, then reducing the mobcap in half.
Expected behavior
The Monster cavecap in the Nether is 16
Actual behavior
The Monster cavecap in the Nether is 8, making mobfarms even slower in the nether like they already were. A lot of people who make mobfarms would be affected by the lower cap, making their farms twice as slow, while the main issue here is not fixed
Proper fix
For the fix it is better to look at the mobspawning on simulation distance 4 and find a solution that would target only that simulation distance and not others. The simulation distance has a lot of problems regarding the small spawning range (24-44 blocks, outside that everything would despawn)
Another fix would be to get rid of simulation distance 4 entirely and focus on simulation distance 6. I hope most devices and servers would be able to run the small increase in loaded chunks, but this should stop any issues regarding spawning of mobs
We should remember that MCPE-65762 was created, and received most of its votes, at a time when spawning was limited to a 44 block radius on all simulation distances. Since the spawn radius for sim6+ expanded in 1.16.100, that bug report now only applies to sim4. At the present time there is a huge difference in spawn density between sim4 and sim6+. You can easily observe this by spending a couple of minutes walking around killing monsters in a flat world at night.
For this reason, I expect that cutting the monster cap in half to make sim4 more bearable will negatively impact not only farms, but also general gameplay on sim6+. It goes in the opposite direction of the despawning changes in 1.16 and brings to mind some of the old comments on MCPE-21856 that describe the nether as a walk in the park prior to instant despawning.
If indeed a monster cap of 8 gives the right density for sim4, then it should be applied only to sim4.
Here is some mathematical analysis support my assertion. Consider the area checked for monster density during a spawn attempt:
- Sim4, 25 blocks from the player: 21% of the checked area can spawn monsters.
- Sim6, 25 blocks from the player: 79% of the checked area can spawn monsters.
- Sim4, 43 blocks from the player: 16% of the checked area can spawn monsters.
- Sim6, 43 blocks from the player: 68% of the checked area can spawn monsters.
The impact of these percentages is that over time the density of successful spawns "near" the player will be much higher on Sim4. That's because the cap check area that is spawnable ≈ the cap check area that can (a) contribute to the cap, and, therefore, (b) contribute to spreading out spawns.
In the changelog MCPE-65762 was mentioned as the "inspiration" for this change, and I think that bug report is more of a personal issue. So if that bug report is what you want to address, maybe have each difficulty spawn different amounts of mobs so players with the want to play with less mobs can do so without effecting the entire community. With this implementation, people who feel that mobs spawn to frequently can play on easier versions with less mobs, while other players can play with a larger mobcap. This is also would be a small parity change as the rate of which mobs spawn on Java Edition changes per difficulty level. MCPE-65762 also seems to heavily lean on bugs such as MCPE-46540 where mobs spawn in smaller spaces than intended, so people would also feel less crowded with that bug fixed.
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Even on easy setting, skeletons spawn 6 at a time in multiple groups within 10 blocks of each other. This makes gameplay nearly impossible without either cheating to get maximum enchanted diamond armour that can withstand the barrage or switching to Peaceful. There are other tickets related to mob spawning, but the primary ticket MCPE-65762{} doesn’t include the newest release as Affects Versions. This has now been going on for about two years. I really honestly miss being able to play Minecraft the way I used to. Please let me know if I can offer any further assistance to help resolution of this bug report as anything other than simply “Duplicate” with a link to the original issue from 2020…
for what it’s worth, I try to take a screenshot, but I keep dying too quickly lol
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dupe of MCPE-65762
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In general, Blazes do not require a spawner and can spawn in various places within the Nether Fortress. If you are encountering too many Blazes though, that is tracked in MCPE-65762.
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dupe of MCPE-65762
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This report is actually a duplicate of MCPE-65762.
Please describe how you have tested this in-game.
When I tested the impact of simulation distance on monster density in-game for MCPE-132746 and MCPE-65762, I found that the density of monsters in Java Edition is similar to simulation distance 6 and higher in Bedrock Edition, and that Bedrock's simulation distance 4 is the anomaly. Simulation distance 4 has much too high of a density because 80% of the 9*9 chunk cap check area is usually empty. This is more noticeable in the nether because it uses the underground cap but has very open terrain.
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Definitely a way higher concentration of mobs than before 1.16. Magma cubes, pigmen, and skeletons are constantly spawning in my blaze farm whereas they practically never did before.
Bug still present in 1.16 stable release. Ghasts spawning everywhere all the time, 3-4 wither skeletons spawning every minute right in front of me on a single bridge, 5 or 6 skeletons in the same soul sand valley chunk. Blazes are also spawning en masse in and around fortresses without being near any spawner (and therefore rendering the spawners useless)
Definitely true. They will also spawn in places where they aren't supposed to, like right next to you. Especially ghasts and skeletons in Soulsand Valleys, there will be WAY too many of them. Like, once you kill one, there will be another four waiting for you three blocks away. Ghasts also spawn way too frequently in Nether Wastes and Basalt Deltas. And, are Blazes supposed to spawn anywhere in Nether Fortresses now? Like, Blazes spawn in groups of five in places where there are no Blaze spawners.
They need to fix spawning mechanics in 1.16.
The amount of Ghasts is ridiculous, I couldn’t take a break to type out a sign before another spawned in my face and blew it up. Magma cubes are the same, in a quick fifteen minute trip to the Nether, I fought at least 25 of the biggest magma cubes or more.
Also have this issue on iOS. Found a warped forest, and there are more Endermen than in the end! I can’t enjoy the beautiful new atmosphere because everywhere I look there’s endermen... also they teleport into nearby lava lakes, take damage, teleport again, possibly again into lava... it makes a lot of noise! attached some screenshots
This same issue is plaguing me. At my old (years old) portal to the Nether, I regularly have one or two ghasts spawn EVERY MINUTE; wither skeletons spawn in fortresses as fast as I can kill them, and I can literally watch an area fill to bursting with Piglins over a ten minute period, as they spawn somewhere between three and five a minute.
I believe that this is partially intended. In previous versions of Minecraft, it was common for the cave monster cap to be filled almost all the time (
MCPE-21856). In the overworld monsters would be hidden in small, inaccessible caves. In the nether zombie pigmen on remote or inaccessible platforms would fill the cap. The chance of this happening would increase as you spent time in an area. With the new despawning system in 1.16, the hidden and inaccessible monsters are now able to despawn regularly, so new ones can spawn in other places. You are supposed to encounter monsters regularly unless you have worked to spawn-proof an area.What I think is not intended are the following ramifications of the extremely small 44-block despawn radius on simulation distance 4:
Now unfortunately, in the 1.16.20.50 beta, this 50% reduction to the viable mob zone, which was implemented in sim4 via depsawning in 1.16.0, is applied to every simulation distance via reduction of the spawning radius. Numerous other problems with this scheme have been raised, and possible solutions suggested, already in
MCPE-65570,MCPE-78840,MCPE-79359.Been playing the game for around 4-5 months, so I'm still relatively new but wanted to give a real-world example of how this absolutely ruined my game. I had started a new world and intentionally did not go to the Nether a month or so ago in anticipation of 1.16. When I finally upgraded and stepped through the portal, I found myself up a ~15 block hill smack dab in the middle of a Soul Sand Valley. There were 15-20 skeletons and 3-4 ghasts that immediately set to work on me. I was being shot from every direction and the arrow knock back effect was pushing me constantly into soul fire, setting me alight. I had no idea which direction my portal even was, and all I could see was a massive lava lake I kept getting bounced towards. It took around 30-45 seconds to get it under control (just barely) and I was hounded the entire way back up the hill and barely made it through the portal, only to find FOUR skeletons that made it back into my base with me. By the time I finished cleaning those up and took inventory, my fully enchanted set of diamond armor which was at 100% durability when I went through was now at 25% - all pieces of it. After LESS than one minute in that disaster of a biome.
I copied my survival world and went into it in creative to take a look around. I have ZERO other biomes within a 300 block radius; one within ~350 blocks and most are at least 400 blocks out. So I have two options: either wait for this disaster to be fixed or tunnel way down from my portal to level 10 or so and branch out in caves from there. And these wouldn't be little caves - 400 blocks on average. Sounds fun, right?
And BTW - this is on normal difficulty. I was very much looking forward to this upgrade, but this one thing has completely ruined it. Please fix ASAP.
The nether has a denser mob cap than the overworld, so you can expect twice as many mobs in the same area as overworld caves. With the reduction in the spawning sphere, you have an unexpected density of mobs around the player. Magma cubes are notable because they split into smaller magma cubes, so by the time you have finished one cubes, many more have spawned.
I will link to a twitter thread where I discussed the new mechanics and how to easily improve them on Realms. https://twitter.com/fragmites/status/1276321957219188736
I concur that the number of mobs spawning in the Nether is insane. I have a roadway linking several of my overworld locations via the Nether. One leg is about 1000 blocks long in the Nether. I normally would encounter 3 - 4 Ghasts, which cause me to stop and engage them when running from one portal to the other. However, after the Nether upgrade I literally killed 20 of them and avoided another 20. I'd frequently stop to fight one or two and before I could dispatch them another 3 - 4 would spawn. I can not believe this is by design as it will make building or doing anything virtually impossible. I also encountered a very large number of Magma Cubes, as mentioned in comments above.
I would also like to note, one of my portals is in a village inside of a building. Villagers do have access to this building, and occasionally one or two would find their way into the Nether via the portal there. However, when I returned to this poral in the Nether, I found the area swarming with Villagers. There were literally 20 - 30 of them wandering around.
The excessive spawning my not be confined to the Nether, as when I returned to my village complex there seemed to be a very large number of Villagers in the overworld there, too. But, I have not noticed an unusual number of hostile mobs in the overworld, yet.
I have not created a new world or done other experimentation, as I have one primary world (about 2 GB) that I normally pay in.
I am hopeful the developers will also agree the above Nether mob spawning rate is excessive and tone it back to the previous levels. I think most experienced players will find the current level excessive.
I reported
MCPE-85571(duplicate), which is about there being more ghasts on Bedrock than on Java. Now that I think about it, I had a lot of trouble with magma cubes as well in the basalt delta biome, which made me want to avoid the biome, and as a consequence I got lost for hours. This definitely needs to be fixed.I actually liked the increased amount of ghasts. They aren't that big a problem in my opinion (from what I've seen they used to be very common in ancient Java versions, and before this update I wished they were more common), but I can see why the other mobs can be overwhelming. And there were times when I would kill a ghast, and another one would spawn pretty close to the first one almost instantly.
I have been exploring more widely in the Nether and have found that there are many more Magma Cubes than previously, as discussed and reported above. Also, frequently striking them with a sword they break into more than the usual four smaller cubes. Instead they break into the smallest cubes, 16 of them, with one strike. Suddenly, you find yourself swarmed. This has happened twice so far.
I mentioned above that I am playing on an old map that I have been developing for some years. I do not know how the dynamics of the mob creation works within the game code, and whether it is, in any way, related to the saved status of the map. In short, I wonder if this problem would appear if I generated a brand new map. I tested this using creative mode. I created a new map, went into the Nether and explored. I did not see an unusual number of mobs. But, this is creative not survival. Anyway, for someone trying to duplicate this issue, trying it on both an old and new map might be a good test unless there is no difference from the coding side. I did mention above that my villagers from the overworld spilled over into the Nether, as well. There were always a few that wandered through the portal. But, now there are dozens all around the Nether Portal. This is also not normal.
I'm also having this issue on Windows 10 realms. It's making the game almost unplayable because it's nearly impossible to gather quartz with the amount of skeletons spawning in the Nether.
Okay...I can see where this might be a problem for some people but I hunt ghasts and kind of like it. I will admit that the magma cubes in some areas are out of control and that is a lot of skeletons.
EDIT:
Allright...I can admit when I'm wrong. The new spawn rates might be okay (and even fun) when you're hunting right outside your base. I just completed a several thousand block out and back in the nether while looking for bastions and ruined portals.
Ghasts, everywhere. I have a one shot kill bow and they were spawning faster than I could shoot them down. Often had 3 to 4 at a time and one would burp on me while I was trying to drop another.
Skeletons: In the soul sand areas these were insane. I would kill a dozen (while getting hit myself multiple times) and while I was collecting experience and drops another dozen would spawn.
Piglins: Pretty much same as skeletons.
And the worst...Magma Cubes: Crossing a basalt biome is downright nerve wracking. Way too many of them and they respawn at a crazy rate.
My weapons and armor are all max enchanted. I have never, ever had problems with armor durability (unbreaking III and mending on all) before now. Even in the worst case I have always been able to collect enough experience to keep everything repaired. During my recent nether sortie I had to actually remove my helmet on the return leg to keep it from total destruction (those cubes landing on the head). This does need to be dialed back a tad.
I'm not complaining about the Wither Skeletons... But the Zombie Pigmen and Magma Cubes are really starting to get on my nerves!
I'm pretty sure this is also a parity issue, as mobs spawn less frequently on Java.
The spawn rate of Skeletons and by extension Ghasts seems excessive in the soulsand biome of the Nether. I'm playing on "Normal" but it feels way harder than that. 1.16 bedrock issue definitely, watching people play on "Hard" Java and they don't see anywhere near as many or as often.
I think there is a problem with the new spawning system, can't clear an area without more appearing even when you aren't moving.
Does seem excessive. I've been playing since roughly the time Pistons came to Bedrock. Now, even on Easy, attempting to do anything in Soul Sand Valleys seems like it's attempting to beat the dragon without armor. Making even a very short bridge over the lava ocean means lots of deaths.
Trying to get basalt from basalt pillars and get bone blocks I've close to given up on because too many deaths.
Basically it seems like to do even a tiny task (like those above) you end up fighting 95% of the task.
I myself haven't been to Basalt Deltas.
I also find it Like that annoying, unlike lamb, cow and chicken, they don't get very often.
It doesn't seem to be too excessive anymore - I think the only mob in the Nether that needs their spawning tweaked is Ghasts - as they seem to spawn rather frequently
Agree, i once die by ghasts before because they just spawn too frequently, can’t even take a break man, i could hide in the walls or dug down but they keep shooting fireballs and i’m started to panic so i’m just running around until i get burn to death, i would say that a very fun experience.
Affects 1.16.200.55 Beta.
This is intended as far as I could tell, however this issue could be more about the radius of 44 max spawn range and radius 44+ despawn range on simulation distance of 4. This has always been how spawning worked except now spawn range is smaller and there is a more reliable despawning. I do not find them excessive but balanced, in the latest beta spawn range for simulation distance of 6 has been increased. I suggest that it is tested in that kind of conditions so it could be easier to determine the issue.
I agree with smokeycheese13, the Ghasts seem to be the only ones that spawn way to frequently, and you kill one then within a couple of seconds another appears in it's place. I'm finding that I cant enter some places because I'm getting constantly attacked!!
Oh boy! Am I having the same problem!
I'm a relatively new Minecraft player, but I've watched Minecraft videos for as long as I can remember so I know the game pretty well. So I was surprised (to say the least) when I went to the Nether for the first time and I was constantly CONSTANTLY being attacked by ghasts, magma cubes, and skeletons.
My portal spawned on a secluded island of sorts so I was very shocked when within seconds of entering the nether I was greeted by not one but two ghasts who spared no time in braking my portal, with PERFECT aim I might add.
The only thing around me was a Soul Sand Valley, and after my ghast attack, I proceeded with extreme caution and gathered some netherrack, but apparently not with enough caution because within seconds of stepping into the Soul Sand Valley a ton of skeletons and magma cubes started spawning in from all sides, and I was trapped not being able to run on the soul sand. In an extreme panic, I was barely BARELY able to block myself in to hide from the skeletons. After failed attempts to escape my shelter, I noped out and decided to tunnel my way back to my portal.
On the way back I was again getting attacked by multiple ghasts. But when I got finally back to the portal in one piece I decided to not go home just quite yet and explore for other (less dangerous) biomes. I tunneled behind my portal and found a Crimson Forest in the distance, so I proceeded to build a bridge to it; but as I was building the bridge guess what happened next? Yeah, you guessed it; ghasts started spawning and fireballs started flying left and right, when I managed to kill one it seemed like two took its place! I ditched the bridge and ran back to my tunnel, and decided to dig down and find another way to the Forest. I found an opening but dropped down prematurely, and a ghast was waiting for me right there on the ground!
As I was fighting to get back to my tunnel, I decided that this wasn't at all worth it and I was going back home ASAP. But I just couldn't catch a break! Cause when I finally got back, at the end of the tunnel, right where my portal was, there were two ghasts, at least three magma cubes, and a whole bunch of piglins. I could barely process what I was seeing when one of the ghasts sent a fireball directly through my 1x2 tunnel and made a direct hit! I drew cover in the little nook that the explosion made but I didn't even have time to put myself out when the other ghast did the same thing, WHILE I WAS HIDDEN! I don't even know how I made it out alive, but when I got home I made sure to break my nether portal.
I don't feel like all of that was normal behavior for the Nether. And just to clarify, most all of the ghasts were spawning at ground level close to me (40 blocks away at most), I rarely saw one floating in the sky where they're supposed to be.
All of the above was played at normal difficulty (I double checked) I also had full iron armor with a gold helmet and a shield. I probably won't be returning to the Nether anytime soon because of this. Please fix and thank you for reading.
I recently tried my long-term survival world on Realms for a few weeks and based on that experience I can corroborate that the 44-block spawning and despawning spheres (which now apply only to Simulation distance 4) are the primary cause of this issue. That's just as I speculated in my previous comment and as many other comments above have suggested as well. There is a very noticeable difference travelling through the Nether on sim4 (required by Realms) and sim8 (what my survival world was set on locally).
This is likely no longer an issue on Realms due to
REALMS-6805everytime i go to the soul sand valley ghasts and skeletons spawn WAY TOO FREQUENTLY. pls fix NOW
Still seems to be an issue, as
REALMS-6805was resolved by reverting realms back to sim distance 4. I've been wanting sim distance 10 for a while now, but it seems there was too much outcry on that. Making sim distance configurable per realm would probably be the best compromise.Main issues with the smaller sim distance are that crops stop growing when moving to other side of base, and after killing 3 ghasts in the nether and turning back to building, there are instantly 1 or 2 behind me again (applies to skeletons and blades in soul sand valleys and fortresses too).
It is still an issue. They also seem to completely ignore their spawn rules, ghasts should not spawn without sufficient space or close to each other, but they do.
Still an issue and it makes my family's Realm nearly unplayable with ghasts and other hostiles spawning immediately and continuously and in spots they shouldn't even be able to spawn in. The whole nether has become a chore to work through. It's kind of hard to believe that this issue has still not been addressed.
This bug affects 1.17.10.22.
(I have to say, it's too annoying)
I spent a lot of time digging out a nether hub that I didn't think would be spawnable, but ghasts are still spawning where they shouldn't on my 1.17 realm. It's worth noting, though, that I think there are two different issues here. One is the spawn rate of Nether mobs, which is way too high. The other is some mobs spawning where there isn't space for them. The latter applies to ghasts, magma cubes, and slimes (at least), so this isn't just in the Nether. I have a large 2-tall area dug out in the Overworld and large slimes will spawn in slime chunks there, even though they're supposed to need 2.5 blocks of height to spawn.
Chris O'Brien: the issue will large magma cubes spawning in spaces that are too small is tracked at
MCPE-46540. Slimes have the same problem, tracked atMCPE-60859. I could not find a similar report on ghasts. If you can reproduce that, please make a new ticket. This ticket is about the spawn density in the nether (which is a result of the despawnnig rules introduced in 1.16.0, and mostly small size of the instant despawn sphere on simulation distance 4).GoldenHelmet: I'll try and get some screenshots of ghasts spawning where they shouldn't, but it seems like there are already plenty in this ticket (the attachments from 6/27/2020, of a ghast spawning in a tunnel where it shouldn't have space to spawn).
Thanks for the reference, I think so much was new with this last summer that I had forgotten the comments and screenshots about ghasts in tunnels on this ticket. Looking at the tunnel design here I can see why ghasts are spawning: the tunnel has a 5 wide x 4 high area free of any solid blocks or blocks made of spawn-blocking material like wood, stone, or iron. Glass panes do not block spawns. Now, if that solid block in the middle of the ceiling were lowered by one, or if the glass panes were replaced with iron bars or any kind of fences, then you probably would not get any ghasts in that tunnel. (I say probably because many nether mobs have special elements in their spawnable spot checks, and I don’t know exactly what ghasts check for.)
Ah, I hadn't realized glass panes won't block spawns. Will carpets? I know carpets stop spawns for the block they're placed on, but not sure if they stop the spawning of large mobs on the blocks around them. I'm digging out a large area in the nether that's 7 blocks tall, and placed carpet every 3 blocks in a grid, but ghasts were still able to spawn. Is that a bug, or do I just need to place carpet on every block?
As I said, I don't know if Ghasts have some specific conditions or exceptions in their block check. However, this kind of discussion is not appropriate for the bug tracker. You might ask on the Minecraft Discord or one of the technical community discords like Techrock.
Fair enough, thanks for the help anyway!
The fix for this bug in 1.17.20.20 has problems (
MCPE-132746), so I have made a behavior pack to test some alternative changes that are targeted to specific issues raised in this report.Nether balance test.mcpack
does 4 things:
1. Reduces the nether monster cap by 25% for simulation distance 4 only. (Technically uses a dummy entity to emulate a lower cap.)
2. Gives skeletons their own density cap, which makes them not so thick in soul sand valleys.
3. Changes ghast's targeting behavior to match Java so that they have to be close to the player's elevation before they initially target (unless they are shot first), which means they won't surprise you from above.
4. Makes ghasts immune to distance-based instant despawning, which means new ghasts will not spawn near the player as frequently on simulation distance 4.
We are eager to hear feedback on how this pack impacts your nether experience!
Thanks GoldenHelmet. Was trying to get this to import into my Android bedrock but haven't had any luck. Guessing I'm doing it wrong. I'm able to get the textures packs to work, but have never tried behavior packs importing.
It’s for testing in the release version. In the beta it may not import, and you would hardly get any spawns. It should import the same as a resource pack, and then you enable on the left side of the world settings screen for whatever world you want to use it in. There is no “global behaviors” section for all worlds like there is for “global resources.”
I completely agree here. It's September of 2021, and this issue has become almost unbearable for me. I am learning MC speedrunning, and whenever I'm in the Nether I am literally always fighting at least one Ghast, if I'm in a biome that allows their spawning. The Magma Cubes are also so over the top that I often avoid the Delta biomes entirely, which obviously adds time. I have a slightly better time with Skeletons in the Soul Sand Valleys, but fewer of them would be far more balanced, imo.
Ultimately, the Ghasts are what brought me here. They will spawn literally right in front of me, multiple at a time, the entire time I am in the Nether. It's so constant that my partner knows when I'm in the Nether without looking just by hearing their constant screeching.
1.17 was made in large part to tempt players who avoided the Nether previously to go explore there. The Biomes are beautiful, and I thoroughly love this update, but the spawning issues on Bedrock are probably causing even fewer players to explore the Nether. God forbid your first Portal drops you in a Soul Sand Valley or a Basalt Delta. There is a high chance you will immediately be killed, especially if like myself, your computer lags a lot upon changing dimensions. This allows 10+ seconds of Hostile Mobs attacking me while I'm still stuck staring at the Nether loading screen, unable to defend myself. Obviously, my lacking a decent computer isn't MC's responsibility, but the spawning mechanics are.
Please, please, consider parity with Java on this issue. Speedrunning on Bedrock is already significantly more challenging, and the Mob Spawns in the Nether is actually making it not fun.
In my opinion I don't think there is too many spawns, I think they are just spawning closer to the player. On Java mobs spawn 128 by 128 but on bedrock it's limited to 96 by 128. Meaning mobs spawn closer to the player, Making the Nether alot harder for bedrock players. If we had those extra 2 chunks of spawning space It would probably make the difference. And if we did get 128 by 128 on bedrock, then quad witch huts will finally work with one player.
This bug is still an issue as of version 1.19.51.
I've noticed this happening in the overworld with slimes as well. If the surrounding area is well lit (preventing other spawns), it's possible to fight a whole bunch of slimes in an area, then turn around to do something and get ambushed from behind by a newly spawned slime.
Giving realms the option to use the optimal simulation distance of 12 would certainly solve the problem.
I feel its important to understand first before i decide to Upvote a report, So here goes, What exactly is the bug here? All im seeing is Suggestions to make the nether spawn less mobs? Can anyone tell me what the bug is? Cause i dont see anything that indicates that this report is a bug.
If its a suggestion then i will add my own suggestion, If players are struggling with the difficulty of the Nether then the question to ask is, What difficulty is the player playing on. Minecraft comes with 4 difficulties, Hard is meant to be Hard. But everyone can choose to play Minecraft on Peaceful/Easy/Normal/Hard. Again playing on Sim4 has a massive impact on spawning. Sim4 spawning is more difficult then Sim6. Just a suggestion but players can choose a higher sim that will give the mobs a wider area of spawning rather then in the face of the Player.
People are saying changing to sim 12 would help, but those same people don't realize no mater if you're on sim 10 or 12 the mobs spawns are limited to 128x96. Until this is addressed bedrock will always be a litter harder because of the hostile mobs are forced to spawn closer to the player. Who knew 2 chunks of spawning space could make a massive difference in gameplay...
Edit to add an a link to a recording.
Gameplay example
version 1.19.81 on Realms
Normal difficulty
Spawning in the Nether is a mess and makes the nether almost unexplorable. All types of mobs can spawn immediately after previous ones have been killed. For example, clearing mobs in an open area, turning away for a few second and turning back will often result in the mobs having respawned. Ghasts, blazes, Wither skeletons, all types. The state it is currently in makes any mob spawners irrelevant.
The expected behaviour is that when mobs are cleared, there will be a gap between the next mobs spawning.
Tman Bacon, I've added a 5 minute recording (link) so people can see how fast the spawns are. It's not the best as I have protected the area a bit, but it should demo how fast things come back. I have not changed any settings from the default.
Simon Laird I see what you mean by the spawns, however im not sure if you know how spawning works on Bedrock. This area that you are in is a Fortress. Fortress are Structures and all structures have Spawn Spots that are unique to that Structure, meaning mobs will always spawn in those spawn spots unless they are spawn proofed. And because of the Spawning Mechanics of Structure spawns they can appear to spawn fast. However this is intentional to provide the Structure with a level of difficulty. But the player can prevent these spawns. With the latest changes to Mobs in the nether, Nearly all mobs can be prevented Using Light Levels. You are basically inside the Hard part of the Nether, and its designed this way as completing the game requires players to adventure into difficult areas such as a fortress to obtain Blaze rods to open the end portal. It may appear unbalanced but its really the opposite when you think about how the Nether is meant to be more difficult then the overworld.
@Tman Bacon. it is not just in the fortress. It just so happens that I made tot a fortress.. which took a long time. I'll do another recording outside the nether portal. It's just not right.
You can skip the first minute of magma cubes: https://youtu.be/lMGuyJaXxnU
Affects 1.20.0. I don't mean to be rude, but when will this be fixed? It's becoming almost unbearable to try and traverse the Nether. It seems to happen in bastions too, there's an unfair amount of Piglin Brutes. Mojang, PLEASE fix this ASAP.
Can confirm this is still present on 1.20. I cannot count how many times I see TWO ghasts spawn directly in front of me. I kill those, and two more will spawn in less than a minute. And you can absolutely forget about traversing a soul sand valley. I must have killed 75 skeletons on my way across it. Kill three or four and watch them respawn in less than 10 seconds. It's impossible to climb scaffolding or anything else because you're in the middle of a shooting gallery. Other biomes are just as bad with constant piglin and magma cube spawns. It's just ridiculous. This can't be hard to turn down can it? Just put some more gaps between spawns, and maybe only spawn one ghast at a time.
There are more ways to make this game less challenging then more challenging, Users can play on multiple difficulties as well as multiple sim distances. The choice is the player, However as it stands right now there is no way to make vanilla Minecraft Harder for those who want it to be more challenging. Im stuck on the hardest difficulty and on Sim4 if i want a challenge, everyone else can choose between peaceful/easy/normal/hard. and change sim to make it easier. Im not sure why are there complaints about a game that has multiple different difficulties, If you dont want mobs spawning. Turn mob spawning off? If you dont want too many mobs in your face, Play on sim 6+? If you still dont want any of this. Play on Creative. Choices are there. Like i said, its easier to make this game less challenging already with choices, then to make it harder which i would like to see. The same way you need to go out and craft a diamond pick to Mine obsidian to make a Portal. You can also find ways to SPAWN PROOF the nether. Learn the game. And you can do many things to help yourself.
yeah it makes the nether truly unbearable. cant even traverse the nether calmly anymore, you HAVE to sprint jump as far away as possible or else you get screwed by 10 skeletons all shooting you from different angles. its not that people dont want mobs spawning, we just want mob spawning to be more fair. we shouldnt have to spawn proof the nether so you can actually explore it lmao. maybe its normal for you people who just gotten use to how crap bedrock is, but for the people who only play it so you can play with friends who dont have a pc its horrible.
I don't want to be rude, but this is yet another bug that you haven't fixed after a long time of reports
the nether is too difficult due to too many mobs
As you kill the wither come the piglins plus lots of ghasts
This should make the art of parity
1.20.10 is present
The fact that it's still community consensus is just embarrassing. A few days ago I went to the nether to get the netherite upgrade template but just the way there was impossible. 3 ghasts, 5 skeletons and a few piglins at the same time! You probably already know how often I died. Too often. It doesn't matter if you have armor and weapons they're just too many. If you kill some mobs, they'll just respawn shortly after. Mojang, fix your game.
When will you fix it?

They also spawn inside caves and especially in the ice lift I built
I don't understand, after years still not even an update, an answer nothing at all
Bedrock as always is forgotten...
Shameful
Still a problem in the most recent version. I was just trying to relax and play the game on normal difficulty, got an unlucky spawn in soulsand valley with no fortress in sight. Every time I kill ghasts and get rid of the skeletons, more and more continuously spawn in front of my eyes. It's very frustrating whenever I try to build something to just be shot at moments later, before I'm able to ghast proof it. No matter how many times I kill them, ghasts just respawn. I'm trying to relax, however I keep getting killed over and over non stop. I'm not asking for no challenge, but this is way too much. I also play on Java and have never had this issue over there. I would love to see spawn rates tuned in the future!
For the love of all that is holy, PLEASE fix this. How are you going to add Hardcore mode before fixing this critical game breaking bug. It's been 4 years since this has been a bug and every time someone reports they get hit with a redirect to this page. I haven't been able to enjoy any updates on Bedrock in the last 4 years because of bugs like this. One of the devs/mods already left a note on this issue last January but hasn't elaborated as to when it's going to be fixed. Please if any bedrock devs are reading this please fix it already.
I thought the insane spawn rate of ghasts, skeletons, piglins, and hoglins (ghasts and skeletons being the worst) is a feature since bedrock is commonly known harder than java. Unalived 2 ghasts, 3 more spawns in front of me and all of them directly targeted me 1 second after they spawned. Told my friend to change the spawn rate, he told me he can't (we're playing on realms and he's the realms owner). Didn't realise it's actually a bug that's been around for 4 years. Keep in mind that I'm playing on a PC; I can't imagine the experience my friends have to go through since half of them are playing on mobile. This issue still persists in 1.20.18. Fix your game Microsoft.