This is done for precisely this situation, it's sort of a fail-safe against lagging out your computer. By using our Services or clicking I agree, you agree to our use of cookies. To save time, instead of waiting for enough skeletons to spawn, I connected a command block to a clock to spawn named skeletons in. And why not just make it so renamed spawn egg produced mobs don't despawn?

Same thing happened to me though. It makes sense code-wise to have the "PersistenceRequired" flag be separate, instead of overloading the meaning of the "CustomName" field.It does make sense to have them separate, but for how many people accidentally spam a summon command it seems like a useful side effect.© 2020 MagicFind, Inc. All rights reserved. It is pissing me off to the highest level. Hostile mobs despawn randomly sometimes. I too, am thinking about going into creative mod to at least replace the villager.I think there are some bugs with it, but one that people often overlook is that mobs in minecarts disappear when the minecart is moving while it is being unloaded.I was making a charged creeper farm and this happened to me. passive mobs like chicken, pigs, cow, sheep and mooshroom does not despawn or respawn from beta 1.8 or above(not sure about beta 1.8 prelease).

Peaceful mobs and golems do not despawn.

But halfway through the wiring the lamps all switched off and when I flew back down to investigate about 20 of the skeletons had despawned! I shut the clock off when ~100 skeletons had spawned and worked on the wiring for the lamps.The redstone lamps turned on as I started wiring them as they should, since the mob cap I wanted had been reached. if you are making an animal farm in multiplayer server, make sure that other players cannot reach it and kill it. From what I can tell, this shouldn't happen, but it most certainly is. I've noticed a few times on my 1.8 world that named mobs are despawning.

It is because there is more than 30 entities in 1 chunk (sans player)!!!

You guessed right.

Villagers don't despawn. Ads by Fandom. But they do not simply despawn. That's not vanilla minecraft. I managed to complete it eventually, spawning in new skeletons every now and then and the mob system works as it should so it's not a redstone issue but whenever I go to far away from the skeletons they despawn even though they're namedSkeletons made by command blocks naturally despawn, you have to name them with a nametag or give them the persistence tag.
The solution is: when you get a nametag back, use it again, so it actually names the creature. All mobs summoned by a command block do not have the persistence tag as default.Anyway, solution; You need the PersistenceRequired:1 tag, just slap the tag in your curly brackets of your summon command. The thing is: I had only 28 nametags and managed to name 39 creepers. Had 10 wolves, went to explore, 2 of them teleported to me, and when I went back all the rest were gone.
I brought 2 Striders to the overworld, named them both, and kept them in a room I made with netherack, lava, and glowstone. But does this happen with passive mobs as well? Because being able to make named mobs that despawn is a nice option to have. If the mob has been more than 32 blocks away from any player for over 30 seconds, it has a 1:800 chance of despawning each tick (a tick is 0.05 second). All mobs summoned by a command block do not have the persistence tag as default.

From what I can tell, this shouldn't happen, but it most certainly is.The 2 places that I use named mobs are my gold farm (Zombie Pigman named, to throw snowballs at for aggro) and an endermite at the top of a tower in the end for an ender pearl farm.At some point, whilst away from both farm, the mobs have despawned, which I thought shouldn't ever happen for named mobs?Is this the case? Sometimes the game "names" the mobs and then gives you back a nametag, which seems like a dupe glitch, but it's not.

I have lost a whole lot of pigs, twice actually, one farmer villager [which is a big deal because of the new mechanics], and another lot of cows. Item frames, Items in item frames, mobs (hostile or passive, even tamed) count as entities! I trust he wouldn't do that, anyway, considering how long I've known him. I've probly given about 100 hostile mobs names from nametags, but they always just end up despawning anyways. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. All mobs summoned by a command block do not have the persistence tag as default.I suspect it's not actually done for this reason. If there's some plugin that's making named hostile mobs despawn, I beg of you to turn it off. :)i ocossionally lose my named snowgolems and iron golems, both of them shouldnt despawn even without nametag,that and sometimes they clone (2 golems having he same name and another vanishes)I've experienced on our server that they glitch into corners and suffocate in solid blocksI am not sure if this is related. How many creepers dissapeared after the naming? My idea would allow dispensers to make both named mobs that don't despawn and named mobs that do despawn… The 2 places that I use named mobs are my gold farm (Zombie Pigman named, to throw snowballs at for aggro) and an endermite at the top of a tower in the end for an ender pearl farm. Have I ran into some sort of bug?To get around it for now, I've just been going to Creative to give myself a new name tag.

11. If you don't get the nameag back, you are good.I've not once had the nametag come back to me after naming the mob - so I'm guessing it's named the mob correctly each time.It's just mildly annoying with the enderman farm having to go up, spawn a new endermite, name it and dump it in the minecart in the middle each time I intend to use the enderman farm.I can live with it with the Zombie Pigman farm as I can just shoot one of them with an arrow (sometimes have to do it multiple times per visit, but that's not too tricky to have to do).Its not a bug!!!! I've noticed a few times on my 1.8 world that named mobs are despawning.

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