- Thu Jul 04, 2013 9:27 am
#167656
Maybe this will help us to figure out how to get horses?
Intelli stated in chat last night that he had reset the configuration files so mob spawning is currently at default levels.
http://www.minecraftwiki.net/wiki/Anima ... l_Spawning
This is probably why folks are having better luck finding horses in newly generated plains biome chunks:
Approximately one in ten newly generated chunks will contain mobs, usually in packs of up to four of the same species. They will always spawn on the highest available block in a column i.e. the one that can see the sky. For an animal to spawn on it, this block must be opaque and the two blocks above it must be transparent. The block does not need to be grass nor does it need to be illuminated (as it does with Mob Spawning).
Very rarely, new animals can spawn in already generated chunks, just like monsters do. When animals spawn in this way, they do so only on grass blocks with light level 9 or greater above them. This is also a requirement for animals spawning from monster spawners. Unlike monsters, animals do not spontaneously despawn, except for wild ocelots and wolves (which can despawn only when they are hostile).
Mobs are broadly divided into four categories: hostile, friendly, water (i.e. Squid) and ambient (i.e. Bat). Hostile mobs have a spawning cycle once every game tick (1/20th of a second). Friendly and water mobs have only one spawning cycle every 400 ticks (20 seconds). Because of this, hostile mobs can spawn at any time, but animals spawn very rarely. Instead, most animals spawn within chunks when they are generated.
Mob caps: (the technical stuff we need to figure out how to prepare our biomes for?)
Mobs spawn naturally within a 15x15 chunk (240x240 block) area around the player. When there are multiple players, mobs can spawn within this distance of any of them. However, mobs that move farther than 128 blocks from any player will immediately despawn (see Despawning), so the mob spawning area is effectively limited to spheres with a radius of 128 blocks, centered at each player.
Mob caps are directly proportional to the total number of chunks eligible for spawning. To calculate the cap, the spawning area is expanded by one chunk in every direction, so that it is 17x17 chunks in size, and then the total number of chunks is plugged into the following formula:
cap = constant * chunks / 256
Each mob category has a separate cap and a different constant in the formula:
Hostile = 70
Passive = 10
Ambient (Bats) = 15
Water = 5
In multiplayer, chunks that are in range of multiple players are only counted once. So the more spread out the players are, the more chunks will be covered and the higher the caps will be.
The cap is checked once at the beginning of each spawning cycle. If the number of living mobs in a category is over its cap, the entire spawning cycle for that category is skipped.
For each spawning cycle, one attempt is made to spawn a pack of mobs in each eligible chunk. A random location in the chunk is chosen to be the center point of the pack. For the pack to spawn at all, the center block must be water for water mobs and air for all other mobs. Note that in the latter case, it must actually be an air block. Any other block, even a non-colliding one, will prevent the entire pack from spawning.
If the pack location is suitable, 12 attempts are made to spawn up to 4 mobs (8 for Wolves, 1 for Ghasts) within a 41x1x41 area centered at that block (that's a 41x41 square that is one block high). Mobs will spawn with the lowest part of their body inside this area. For each spawn attempt, a block location within the pack area is chosen at random. Though the pack area extends 21 blocks out from the center, the random location is heavily skewed toward the center of the pack. Approximately 85% of spawns will be within 5 blocks of the pack center, and 99% within 10 blocks of the center.
All mobs within a pack are the same species. The species for the entire pack is chosen randomly from those eligible to spawn at the location of the first spawn attempt in the pack:
In the Overworld, this depends on the biome:
Most biomes can spawn sheep, pigs, chickens, cows, spiders, zombies, skeletons, creepers, Endermen, Slimes (only in certain chunks if not in a swamp), and Squid.
Forest and taiga biomes can also spawn Wolves.
Jungle biomes can also spawn Ocelots.
Desert, beach, river, and ocean biomes cannot spawn animals; only hostile mobs and Squid.
Mushroom biomes can spawn only Mooshrooms.
(This obviously hasn't been updated to say that horses will spawn in plains biomes)
Specifically about horses: http://www.minecraftwiki.net/wiki/Horses
tl/dr: someone with patience and skill needs to read this and figure out how to put it to practical use
Intelli stated in chat last night that he had reset the configuration files so mob spawning is currently at default levels.
http://www.minecraftwiki.net/wiki/Anima ... l_Spawning
This is probably why folks are having better luck finding horses in newly generated plains biome chunks:
Approximately one in ten newly generated chunks will contain mobs, usually in packs of up to four of the same species. They will always spawn on the highest available block in a column i.e. the one that can see the sky. For an animal to spawn on it, this block must be opaque and the two blocks above it must be transparent. The block does not need to be grass nor does it need to be illuminated (as it does with Mob Spawning).
Very rarely, new animals can spawn in already generated chunks, just like monsters do. When animals spawn in this way, they do so only on grass blocks with light level 9 or greater above them. This is also a requirement for animals spawning from monster spawners. Unlike monsters, animals do not spontaneously despawn, except for wild ocelots and wolves (which can despawn only when they are hostile).
Mobs are broadly divided into four categories: hostile, friendly, water (i.e. Squid) and ambient (i.e. Bat). Hostile mobs have a spawning cycle once every game tick (1/20th of a second). Friendly and water mobs have only one spawning cycle every 400 ticks (20 seconds). Because of this, hostile mobs can spawn at any time, but animals spawn very rarely. Instead, most animals spawn within chunks when they are generated.
Mob caps: (the technical stuff we need to figure out how to prepare our biomes for?)
Mobs spawn naturally within a 15x15 chunk (240x240 block) area around the player. When there are multiple players, mobs can spawn within this distance of any of them. However, mobs that move farther than 128 blocks from any player will immediately despawn (see Despawning), so the mob spawning area is effectively limited to spheres with a radius of 128 blocks, centered at each player.
Mob caps are directly proportional to the total number of chunks eligible for spawning. To calculate the cap, the spawning area is expanded by one chunk in every direction, so that it is 17x17 chunks in size, and then the total number of chunks is plugged into the following formula:
cap = constant * chunks / 256
Each mob category has a separate cap and a different constant in the formula:
Hostile = 70
Passive = 10
Ambient (Bats) = 15
Water = 5
In multiplayer, chunks that are in range of multiple players are only counted once. So the more spread out the players are, the more chunks will be covered and the higher the caps will be.
The cap is checked once at the beginning of each spawning cycle. If the number of living mobs in a category is over its cap, the entire spawning cycle for that category is skipped.
For each spawning cycle, one attempt is made to spawn a pack of mobs in each eligible chunk. A random location in the chunk is chosen to be the center point of the pack. For the pack to spawn at all, the center block must be water for water mobs and air for all other mobs. Note that in the latter case, it must actually be an air block. Any other block, even a non-colliding one, will prevent the entire pack from spawning.
If the pack location is suitable, 12 attempts are made to spawn up to 4 mobs (8 for Wolves, 1 for Ghasts) within a 41x1x41 area centered at that block (that's a 41x41 square that is one block high). Mobs will spawn with the lowest part of their body inside this area. For each spawn attempt, a block location within the pack area is chosen at random. Though the pack area extends 21 blocks out from the center, the random location is heavily skewed toward the center of the pack. Approximately 85% of spawns will be within 5 blocks of the pack center, and 99% within 10 blocks of the center.
All mobs within a pack are the same species. The species for the entire pack is chosen randomly from those eligible to spawn at the location of the first spawn attempt in the pack:
In the Overworld, this depends on the biome:
Most biomes can spawn sheep, pigs, chickens, cows, spiders, zombies, skeletons, creepers, Endermen, Slimes (only in certain chunks if not in a swamp), and Squid.
Forest and taiga biomes can also spawn Wolves.
Jungle biomes can also spawn Ocelots.
Desert, beach, river, and ocean biomes cannot spawn animals; only hostile mobs and Squid.
Mushroom biomes can spawn only Mooshrooms.
(This obviously hasn't been updated to say that horses will spawn in plains biomes)
Specifically about horses: http://www.minecraftwiki.net/wiki/Horses
tl/dr: someone with patience and skill needs to read this and figure out how to put it to practical use