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No mobs spawning on latest release

Discussion in 'Help' started by Jon Vance, Oct 23, 2018.

  1. Jon Vance

    Jon Vance Creeper

    Messages:
    1
    GitHub:
    jonevance
    Upgraded to 3.3.0 and started a new world. No mobs (aggressive or passive) are spawning anywhere at any time. I cannot figure it out! Here is my server.properties and Pocketmine.yml files:

    Code:
    server-port=52636
    white-list=off
    announce-player-achievements=on
    spawn-protection=16
    max-players=20
    allow-flight=off
    spawn-animals=on
    spawn-mobs=on
    gamemode=0
    force-gamemode=off
    hardcore=off
    pvp=on
    difficulty=1
    generator-settings=
    level-name=world
    level-seed=
    level-type=DEFAULT
    enable-query=on
    enable-rcon=off
    rcon.password=uihEj9k1J+
    auto-save=on
    view-distance=8
    xbox-auth=on
    
    Code:
    settings:
     #Three-letter language code for server-side localization
     #Check your language code on https://en.wikipedia.org/wiki/List_of_ISO_639-2_codes
     language: "eng"
     #Whether to send all strings translated to server locale or let the device handle them
     force-language: false
     shutdown-message: "Server closed"
     #Allow listing plugins via Query
     query-plugins: true
     #Show a console message when a plugin uses deprecated API methods
     deprecated-verbose: true
     #Enable plugin and core profiling by default
     enable-profiling: false
     #Will only add results when tick measurement is below or equal to given value (default 20)
     profile-report-trigger: 20
     #Number of AsyncTask workers.
     #Used for plugin asynchronous tasks, world generation, compression and web communication.
     #Set this approximately to your number of cores.
     #If set to auto, it'll try to detect the number of cores (or use 2)
     async-workers: auto
     #Whether to allow running development builds. Dev builds might crash, break your plugins, corrupt your world and more.
     #It is recommended to avoid using development builds where possible.
     enable-dev-builds: false
    
    memory:
     #Global soft memory limit in megabytes. Set to 0 to disable
     #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
     global-limit: 0
    
     #Main thread soft memory limit in megabytes. Set to 0 to disable
     #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
     main-limit: 0
    
     #Main thread hard memory limit in megabytes. Set to 0 to disable
     #This will stop the server when the limit is surpassed
     main-hard-limit: 1024
    
     #AsyncWorker threads' hard memory limit in megabytes. Set to 0 to disable
     #This will crash the task currently executing on the worker if the task exceeds the limit
     #NOTE: THIS LIMIT APPLIES PER WORKER, NOT TO THE WHOLE PROCESS.
     async-worker-hard-limit: 256
    
     #Period in ticks to check memory (default 1 second)
     check-rate: 20
    
     #Continue firing low-memory-triggers and event while on low memory
     continuous-trigger: true
    
     #Only if memory.continuous-trigger is enabled. Specifies the rate in memory.check-rate steps (default 30 seconds)
     continuous-trigger-rate: 30
    
     garbage-collection:
      #Period in ticks to fire the garbage collector manually (default 30 minutes), set to 0 to disable
      #This only affects the main thread. Other threads should fire their own collections
      period: 36000
    
      #Fire asynchronous tasks to collect garbage from workers
      collect-async-worker: true
    
      #Trigger on low memory
      low-memory-trigger: true
    
     #Settings controlling memory dump handling.
     memory-dump:
      #Dump memory from async workers as well as the main thread. If you have issues with segfaults when dumping memory, disable this setting.
      dump-async-worker: true
    
     max-chunks:
      #Cap maximum render distance per player when low memory is triggered. Set to 0 to disable cap.
      chunk-radius: 4
    
      #Do chunk garbage collection on trigger
      trigger-chunk-collect: true
    
     world-caches:
      #Disallow adding to world chunk-packet caches when memory is low
      disable-chunk-cache: true
      #Clear world caches when memory is low
      low-memory-trigger: true
    
    
    network:
     #Threshold for batching packets, in bytes. Only these packets will be compressed
     #Set to 0 to compress everything, -1 to disable.
     batch-threshold: 256
     #Compression level used when sending batched packets. Higher = more CPU, less bandwidth usage
     compression-level: 7
     #Use AsyncTasks for compression. Adds half/one tick delay, less CPU load on main thread
     async-compression: false
     #Experimental, only for Windows. Tries to use UPnP to automatically port forward
     upnp-forwarding: false
     #Maximum size in bytes of packets sent over the network (default 1492 bytes). Packets larger than this will be
     #fragmented or split into smaller parts. Clients can request MTU sizes up to but not more than this number.
     max-mtu-size: 1492
    
    debug:
     #To enable assertion execution, set zend.assertions in your php.ini to 1
     assertions:
      #Warn if assertions are enabled in php.ini, due to assertions may impact on runtime performance if enabled.
      warn-if-enabled: true
     #If > 1, it will show debug messages in the console
     level: 1
     #Enables /status, /gc
     commands: false
    
    player:
     #Choose whether to enable player data saving.
     save-player-data: true
     anti-cheat:
      #If false, will try to prevent speed and noclip cheats. May cause movement issues.
      allow-movement-cheats: true
    
    level-settings:
     #The default format that levels will use when created
     default-format: pmanvil
     #Automatically change levels tick rate to maintain 20 ticks per second
     auto-tick-rate: true
     auto-tick-rate-limit: 20
     #Sets the base tick rate (1 = 20 ticks per second, 2 = 10 ticks per second, etc.)
     base-tick-rate: 1
     #Tick all players each tick even when other settings disallow this.
     always-tick-players: false
    
    chunk-sending:
     #To change server normal render distance, change view-distance in server.properties.
     #Amount of chunks sent to players per tick
     per-tick: 4
     #Radius of chunks that need to be sent before spawning the player
     spawn-radius: 4
    
    chunk-ticking:
     #Max amount of chunks processed each tick
     per-tick: 40
     #Radius of chunks around a player to tick
     tick-radius: 3
     light-updates: false
     clear-tick-list: true
     #IDs of blocks not to perform random ticking on.
     disable-block-ticking:
      #- 2 # grass
    
    chunk-generation:
     #Max. amount of chunks in the waiting queue to be populated
     population-queue-size: 8
    
    ticks-per:
     autosave: 6000
    
    auto-report:
     #Send crash reports for processing
     enabled: true
     send-code: true
     send-settings: true
     send-phpinfo: false
     use-https: true
     host: crash.pmmp.io
    
    anonymous-statistics:
     #Sends anonymous statistics for data aggregation, plugin usage tracking
     enabled: false #TODO: re-enable this when we have a new stats host
     host: stats.pocketmine.net
    
    auto-updater:
     enabled: true
     on-update:
      warn-console: true
      warn-ops: true
     #Can be development, alpha, beta or stable.
     preferred-channel: stable
     #If using a development version, it will suggest changing the channel
     suggest-channels: true
     host: update.pmmp.io
    
    timings:
     #Choose the host to use for viewing your timings results.
     host: timings.pmmp.io
    
    console:
     #Choose whether to enable server stats reporting on the console title.
     #NOTE: The title ticker will be disabled regardless if console colours are not enabled.
     title-tick: true
    
    aliases:
     #Examples:
     #showtheversion: version
     #savestop: [save-all, stop]
    
    worlds:
     #These settings will override the generator set in server.properties and allows loading multiple levels
     #Example:
     #world:
     # seed: 404
     # generator: FLAT:2;7,59x1,3x3,2;1;decoration(treecount=80 grasscount=45)
    
    plugins:
     #Setting this to true will cause the legacy structure to be used where plugin data is placed inside the --plugins dir.
     #False will place plugin data under plugin_data under --data.
     #This option exists for backwards compatibility with existing installations.
     legacy-data-dir: false
    
     
  2. EdwardHamHam

    EdwardHamHam Skeleton

    Messages:
    962
    GitHub:
    edwardhamham
    Mob AI isn't implemented in PocketMine yet.
     
    jasonwynn10 likes this.
  3. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    Like Edward said, PocketMine doesn't have mob spawning or AI added yet, and it's unlikely to be added any time soon. If you want to have a completely vanilla server, I recommend using Mojang's Bedrock Edition Server Software. Otherwise, you will need an AI plugin from poggit. This is the one I've been working on: https://poggit.pmmp.io/ci/jasonwynn10/VanillaEntityAI/VanillaEntityAI/
     
    EdwardHamHam likes this.
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