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Bug
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Resolution: Awaiting Response
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None
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1.19.51, 1.20.12 Hotfix, 1.21.0.24 Preview
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None
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Confirmed
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Multiple
After the fix for MCPE-153524, mobs have stopped spawning in my Ancient City. This Anicent City was loaded in 1.19.0, before the fix for the camp structures not appearing in Ancient Cities. However, I noticed that mobs can still spawn in the surrounding Deep Dark, even though this shouldn't be possible.
How to replicate (this is how I did it)
-Place a repeating command block down, and add the command "execute at @e[type=(any hostile mob that spawns in caves)] run setblock ~ ~-1 ~wool 3
-Place a chain command block on top of it, and give it the command "/kill @e"
-These two command blocks combined will keep killing the mobs, but also mark the spots where they can spawn with light blue wool.
-Leave it running for abut 10 mins
-When you return, all the spots where mobs spawned should be marked with light blue wool.
Expected result:
None of the spots should be anywhere near any patches of Sculk or Ancient Cities
Actual result:
For my world, there were no spots inside the Ancient City, but there were spots that were on the surrounding Sculk blocks, which shouldn't be possible.
If this helps: I also noticed the Deep Dark music never plays when I'm in my Ancient City
- is duplicated by
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MCPE-166380 Mobs are spawning in deep dark again.
- Resolved
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MCPE-173748 Enderman spawing at Ancient City
- Resolved
- relates to
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MC-249846 Ancient cities can "leak" into other biomes, allowing other biomes' features to generate in their boundaries and disallowing sculk patches
- Resolved
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MCPE-153524 Mobs can spawn in deep dark biome and ancient cities
- Resolved
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MCPE-176986 Monsters and other underground mobs can naturally spawn in Trial Chambers
- Resolved