The above given link looks old. But the section: 4 given in it looks interesting.
It States,
The chunk traversal order is unique for every chunk the player is in,
but there is one exception. If the chunk (0,0) (blocks 0,0 to 15,15)
is one of the 81 chunks visited, it will always be the first
evaluated. This can be exploited. Regardless of the terrain, there is
a 100% chance the algorithm will not bail out before getting to this
chunk. This means that chunk (0,0) has the highest chance of spawning
mobs than any of the other 8 chunks. It's as high as CleanRoom.To illustrate this, I built a 19x19x64 tower over chunk (0,0) with 16
spawning floors. After a couple of minutes there were about 150 mobs
in the tower, and there probably would have been more if the cap
hadn't been reached. (glass was hacked in with NBTForge for your
viewing convenience. Original walls were rock.)This technique should work on any map, and if I'm not mistaken, SMP,
too (as of yet unverified).
I don't know if this exists for minecraft 1.9, this is fixed, or maybe it is not vanilla.
Is it true for minecraft 1.9?
Best Answer
No
I ran a simple test in a void world. I built two sets of spawning platforms with 12 levels each: One in chunk (0,0), the other in (0,-2).
I then ran a couple of command blocks to count mob spawns on each platform, using
/tp
rather than/kill
to prevent mob drops:Using
/stats block
, I storedAffectedEntities
in an objective (count
) on fake players#Temp1
and#Temp2
, which were then added to the running totals.I ran a couple of runs, resetting the scores at the beginning of the experiment and clearing all mobs first. This screenshot was taken after the end of the first run.
There is no significant difference between the numbers to be seen, averaging out at 0.644±0.012 and 0.636±0.021 mob spawns per tick, respectively.