Alex Chong
- SquirrelFriend
- squirrelfriend
- Europe/Stockholm
- Yes
- No
While attempting to recreate a scene from The Hobbit for my Brit Lit class, I built a rail line with Minecart Spawners behind a back wall. The spawner was set to a delay of 1 tick, maximum and minimum. I set the mobs to have coordinates about 50 blocks away (via the Pos tags), changed SpawnRange to 200, and set MaxNearbyEntities to 1. the spawn destination was about 10 blocks lower than the Minecart.
I expected that, since I was spawning the mob at a position well within 200 blocks of the spawner, once a singlemob had been spawned no more would be able to.
They spawned. Rapidly. Noting the Gandalfs (renamed Witches) and Bilbos (renamed Baby Zombie Pigman) flooding the diorama, I quickly switched the difficulty to peaceful.Steps to reproduce:
1. Place a minecart spawner.
2. Use an NBT editor to spawn mobs at coordinates 30 blocks away.
3. Set SpawnRange to 500.
4. Set MaxNearbyEntities to 1.
5. Set max and min delay to 10.After checking a copy of the source code, I suspect the problem is located in zs.class(MobSpawnerBaseLogic) at line 99, which searches for entities in a certain area with one parameter being 4.0D (the default spawn range), but that's just a guess.
EDIT: Error seems to be the elevation difference. And while alterable height/targetable region for MaxNearbyEntities would be nice, it seems to be Working as Intended.
While attempting to recreate a scene from The Hobbit for my Brit Lit class, I built a rail line with Minecart Spawners behind a back wall. The spawner was set to a delay of 1 tick, maximum and minimum. I set the mobs to have coordinates about 50 blocks away (via the Pos tags), changed SpawnRange to 200, and set MaxNearbyEntities to 1. the spawn destination was about 10 blocks lower than the Minecart.
I expected that, since I was spawning the mob at a position well within 200 blocks of the spawner, once a single mob had been spawned no more would be able to.
They spawned. Rapidly. Noting the Gandalfs (renamed Witches) and Bilbos (renamed Baby Zombie Pigman) flooding the diorama, I quickly switched the difficulty to peaceful.
Steps to reproduce:
1. Place a minecart spawner.
2. Use an NBT editor to spawn mobs at coordinates 30 blocks away.
3. Set SpawnRange to 500.
4. Set MaxNearbyEntities to 1.
5. Set max and min delay to 10.After checking a copy of the source code, I suspect the problem is located in zs.class(MobSpawnerBaseLogic) at line 99, which searches for entities in a certain area with one parameter being 4.0D (the default spawn range), but that's just a guess.
Also, do bug reports get rechecked periodically after being closed?
No, but all people who post on it receive notifications when someone comments, so comments can be seen. If we find some way to reproduce, then it will get updated.
What would be useful in trying to reproduce is a mod that logs any time a entity takes damage, and the cause of said damage.
Happened to me four or five times in a survival world, 1.6.2. Kept spawning new ones, but they keep on vanishing. Gave up after a while.
Frankly, I'm not surprised it can't be reproduced. It seems very random and spontaneous. I went for about a week before it started up, and even then it was sporadic.
Edit: not absolutely sure it is caused by despawning; however, I have never observed the disappearance so it might very well be.
Edit edit: I agree with the poster below. This is a long-standing issue which can ruin the fun of a well-built village. It has been reported over several versions by numerous players, and it needs a bit more attention. (I'm not saying it should be easy to fix or anything, (I checked the MCP decompiled code and can't figure out what it could possibly be) just that it is still an issue.)
@mohd I thought so too, but I checked the source code and the zombie is not cured, it is killed and replaced with a new entity. The information transferred is only the position and rotation. Also, this occurs with natural villages too, not just cured ones.
Also, do bug reports get rechecked periodically after being closed?