Drogo has noticed a change in mob behavior. Mobs that are spawned from spawners now seem to despawn when there are no players in the area. Drogo believes that this change which seems to have come with no notice at all will drastically lower the value of spawners. Drogo is not sure why this change has been implemented as mob merge has already resolved the issue of spawners creating too many entities. Would someone please care to explain why this change has been implemented?
Don't mobs clear when the entity clear lag happens? Maybe this is the cause. Either way I'm not very sure.
No, clearlag never cleared passive mobs. Drogo has spoken to Krissy and it seems it may just be a temporary thing.
I've never noticed this before, maybe it was a temporary thing used to reduce the huge lag at the drop party.
It appears that that was the case. Drogo is just hoping that it will be returned to the way it was. As a trading server, wool farms are a terrific way to make grass and supply cheap wool to players but at the moment, they are not working as they used to.
It's been many months since passive mobs despawned as the chunks they were on unloaded from the server. New thing is sheep disappearing even if they took slight damage. Good thing is killing off a couple from the merged stack allows the remaining stack to linger even after the island they are on unloads. Nightflaime says Cyp changed a setting called intensive activities. He asked Lycel and Kerahna to pass the word along to Cyp to change it back. Now for the waiting game.
Having mobs despawn when players is not near them is a good thing. TMM was one of the reasons for huge lag spikes.
What’s TTM? Gamzee agrees with KhalDrogo about this problem. Although it may seem that the value of spawners may be lowered is a good thing, it’s a bad thing that most spawners/grinders that people make could be less efficient. For example, Mingo. He has hundreds of spawners and they’ll only work if it’s being occupied by a nearby person? That’s dumb. It may not be a problem now but it will be a problem in the future.
Spawner cages only activiate if a player is within 16 blocks of them. It's part of the design of regular normal vanilla minecraft. You missed the entire point of drogo's statement.
Mobs despawning when there is no players is normal, as far as I see. I mean once I was at /warp animal to harvest a ton of wool, I went back to my island to get food and came back to see the same animals there, soo maybe its something that you haven't experienced that much? Idk it happens to me a lot, so I could be wrong
Mobs definitely used to remain when no one near. Drogo would be offline for a week and they would still be then when Drogo logged in.
Drogo was discussing the behaviour of mobs when no one present. You were discussing the behaviour of spawners with people present. Two different things so please don’t ‘derail’ Drogo’s thread. It’s in the rules.
I wasn't? Isn't it the same thing similar in your case???? I mean the way how you said it: The only way that mobs can come into the world is from a mob spawner (not counting how D250+ can spawn them). And: I didn't? I was discussing both ways, spawners when people are there and aren't there. Mobs don't just spawn like a normal Minecraft server because that is disabled (although I'm sure you already know this). Let's just leave on the terms that I agree with you Drogo and just leave it from there.