Simon Laird
- Droolster
- droolster
- Europe/Stockholm
- Yes
- No
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.
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.
@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
To answer the mods question: I have tested this and it does NOT happen in locally hosted worlds, only on Realms.
Here it is using the bug report form:
Players set to Visitor mode on a Bedrock Realm, with default settings, have the unwanted ability to attract mobs, allowing malicious visitors to drag creepers to builds and cause damage.
Steps to Reproduce:
Observed Results:
Observe the creeper (or all hostile mobs) can target and attack the Visitor. Creeper will blow up and damage area around the Visitor as well as killing them.
Expected Results:
Hostile mobs should not see or target the Visitor.
Screenshots/Videos attached: N/A
Notes:
This issue has changed shape in the last few months and is now more constant.
The realm is set to add new players as Visitor. They all join using the supplied code. All new members are actually joined as members and have member access to the realm. At some unknown point, often the next day, the players are switched to Visitor. I know this as I have had many new players recently and they all come to me asking why they have been switched to visitor mode. I explain that it is a bug. This happens to every new member so I can reproduce this.
The setting is controlled by a gamerule. Game rules reset after 20 minutes of there being no one on the Realm. If you have cheats enabled then you can set this with command blocks. I have a series of command blocks (in a ticking area) setting this and more every 20 minutes (using a tick delay). Good luck.