Problem Hostile mobs failing to spawn over time.

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Dictator_Sloth

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Jul 29, 2019
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The longer the server is on, the less hostile mobs spawn - eventually dropping to zero over.. not all that long. From what I can tell, no one has to be online for this process to happen.

Server restart does NOT seem fix it. What DOES seem to fix it is traveling back to the original server spawn. Go there, mobs spawn anywhere on the server. As in, right away, as soon as the chunks in the original spawn area begin to load. It's incredibly bizarre. This has fixed it twice, I believe - once before a server restart and once after.

Completely unmodified DW20 server. Happened on the previous version and the newest. Couple chunkloaders here and there, nothing excitingly large. Sharded spawners work fine, natural spawners seem to work fine. The nasty natural unstable/dark node in my base spawns wisps just fine.. repeatedly.

Ideas?
 

Invaders

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Jul 29, 2019
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From what I gather, they aren't spawning because no one is online? If so, that is completely normal, only passive mobs should stay spawned in unloaded chunks, hostils should spawn within a radius of an online player.
 

Dictator_Sloth

New Member
Jul 29, 2019
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From what I gather, they aren't spawning because no one is online? If so, that is completely normal, only passive mobs should stay spawned in unloaded chunks, hostils should spawn within a radius of an online player.

They stop spawning over time, online or not. Logging in this morning, no hostiles would spawn anywhere I went - not outside, not in caves, nowhere. Restart server - nothing. Go back to original server spawn point, magic happens, hostiles spawn as normal in any chunks.
 

Invaders

New Member
Jul 29, 2019
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Odd, I'll try and replicate this. Also, you might have too many mobs loaded, try killing a few and see if that helps, otherwise, I'm at a loss.
 

Guswut

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Jul 29, 2019
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I noticed this exact issue when using Mo Creatures, and it was resolved by removing it. You are entirely unmodified, so that should not be the issue. What is returned when you type this: /gamerule doMobSpawning
 

Klonken321

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Jul 29, 2019
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ah .. i tried removing the mo'creatures from my pack, but when i did no hostile mobs spawned so i put it back on, does this make the mobs spawn (the command)?
 

Guswut

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Jul 29, 2019
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ah .. i tried removing the mo'creatures from my pack, but when i did no hostile mobs spawned so i put it back on, does this make the mobs spawn (the command)?

That command will tell you if the game rule "doMobSpawning" is either true, or false. When you do that command, it will almost surely say "doMobSpawning = false". Try it, and verify. Then type "/gamerule doMobSpawning true", then verify by typing "/gamerule doMobSpawning" again to make sure it says "doMobSpawning = true".
 

Naolas

New Member
Jul 29, 2019
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Did you change your viewdistance setting?

This is a long existing bug. Try setting it back to 10.
 

Justjones'n

New Member
Jul 29, 2019
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Here is another problem people do not seem to under stand if you have chunk loader that keeps any place loaded it causes part of a problem.
Part 1 in minecraft if a mob is holding an item it will not despawn and take up mob count. unless it is moved out of the loaded chunks.
Part 2 is where chunk loaders become a problem they will keep those mobs who take up mob spawning slots loaded.
Hope this explanation helps as to why the mobs arenot spawning
 

Naolas

New Member
Jul 29, 2019
190
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Here is another problem people do not seem to under stand if you have chunk loader that keeps any place loaded it causes part of a problem.
Part 1 in minecraft if a mob is holding an item it will not despawn and take up mob count. unless it is moved out of the loaded chunks.
Part 2 is where chunk loaders become a problem they will keep those mobs who take up mob spawning slots loaded.
Hope this explanation helps as to why the mobs arenot spawning
I have never found this to be an issue. You can install TickThreading, which gives you some profiling options, one of which is entity count. This is typically quite low, even if chunks are forced. It does shoot up once a player logs in.

You could always do a quick peaceful toggle to get rid of any potential item holding mobs, to see if that has any effect.
 

Justjones'n

New Member
Jul 29, 2019
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I have never found this to be an issue. You can install TickThreading, which gives you some profiling options, one of which is entity count. This is typically quite low, even if chunks are forced. It does shoot up once a player logs in.

You could always do a quick peaceful toggle to get rid of any potential item holding mobs, to see if that has any effect.

The mob count will only shoot up if say there are 4 people online and two more join to make it 6. Other than that it is a problem due to how mob spawning is calculated on multiplayer servers.