Nether portals don't spawn zombified piglins when re-lit
Nether portals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Since bedrock edition mob spawning is what it is, we don't have access to efficient nether-only pigman farms. This portal-tick farm was so important for all the bedrock community, and patching it means that pretty much all gold farms will be broken and we will not have any other alternatives. Please fix this ASAP.
Zombie pigmans still spawn from nether portals, but you can't speed the process by re-lighting the portal. Only way to speed this up is by increasing your randomtickspeed.
Linked Issues
is duplicated by4
Created Issue:
Nether portals don't spawn zombified piglins when re-lit
Netherportals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Netherportals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Netherportals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Since bedrock edition mob spawning is what it is, we don't have access to efficient nether-only pigman farms. This portal-tick farm was so important for all the bedrock community, and patching it means that pretty much all gold farms will be broken and we will not have any other alternatives. Please fix this ASAP.
Nether portals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Since bedrock edition mob spawning is what it is, we don't have access to efficient nether-only pigman farms. This portal-tick farm was so important for all the bedrock community, and patching it means that pretty much all gold farms will be broken and we will not have any other alternatives. Please fix this ASAP.
relates to
Nether portals don't spawn zombified piglins when lit. This breaks all current portal-ticking based farms. I assume it's a bug since it wasn't mentioned in the changelog.
Since bedrock edition mob spawning is what it is, we don't have access to efficient nether-only pigman farms. This portal-tick farm was so important for all the bedrock community, and patching it means that pretty much all gold farms will be broken and we will not have any other alternatives. Please fix this ASAP.
Zombie pigmans still spawn from nether portals, but you can't speed the process by re-lighting the portal. Only way to speed this up is by increasing your randomtickspeed.
relates to
GoldenHelmet:
Zombified piglins do not spawn from nether portals anymore, im attaching a video [^Minecraft 2021-04-28 20-55-20.mp4]
is duplicated by
relates to
relates to
is duplicated by
is duplicated by
is duplicated by
Seems to be fixed in 1.17.0.52 per MCPE-126674
Thank you for your report!
We're tracking this issue in MCPE-126674, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you for your report!
We're tracking this issue in MCPE-126674, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you for your report!
We're tracking this issue in MCPE-126674, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! If you think it was incorrect, please notify us on Discord or Reddit
Thank you for your report!
We're tracking this issue in MCPE-126674, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
No longer seems to be fixed in 1.17.0.58 per the resolution of MCPE-126674.
The spawning was not removed, see MCPE-126674. It just doesn’t work below Y = 0. I’ve resolved this report as a duplicate of MCPE-149718.
I think it was a bug and fixed
This feature has been a staple of the game for a long time and it makes perfect sense that opening a portal to another dimension might summon a beast from within, removing it would destroy the surprise of opening a nether portal and getting jumpscared by a half zombie half pig monster. For me it is a memory I will always look back on, and removing it steals that experience from the new players.
Please fix this!
In addition, the technical players of minecraft who push the limit of the game use this mechanic to create gold farms, which are nearly as efficient as the Java gold farms. If you remove this, give us the nether roof and a better spawning algorithm. To call this Parity would be a joke, parity is making the two games equal not a halfway hackfix.
It's a bug: MCPE-98020
It wasn't a bug. It is a game mechanic that the gold farms exploited.
From the video this looks like the same issue that we had in 1.16.100.55 beta. In that case the mechanic of portal tiles spawning zombified piglins when ticked was not changed. The impact on gold farms was just an indirect result of a change to the way portals break.
For the current issue in 1.17.0.52 beta, please clarify whether zombified piglins still spawn at all from nether portals that aren't being repeatedly broken and re-lit, and whether increasing randomtickspeed still increases the rate of spawning.
This ticket will automatically reopen when updated.
Information clarified.
This is very similar to
MC-187449Affects 1.17.0.54
This is a code analysis based on 1.16.100 (i.e. before the pending/random ticks system was updated) and a suggestion on how to reimplement portal ticking gold farms in 1.17.
1.16.100: Portal Ticking gold farms worked because one function PortalBlock::tick() was responsible for both testing if a portal was valid on a block update and spawning zombie pigment on a random tick. Basically before 1.17, a block could be ticked randomly and non-randomly and the same set of random and non-random things would happen when a block was ticked. The way active-portal gold farms work is to light and break portals repeatedly to force PortalBlock::tick() to be called, spawning zombie pigmen. It's honestly a really cool mechanic and OP the same way Java's nether roof pigmen farms are OP. On Hard difficulty, the probability that a portal-block spawns a zombie pigman when ticked is 3/2000. For a maximum sized portal, this means that there is an average of 0.66 zombie pigmen spawned per portal lighting. Note: The number of zombie pigment spawned per portal lighting follows a binomial distribution and is well approximated by a Poisson distribution.
Potential 1.17 Fix: Active-portal gold farms can be supported without reverting the existing patches in 1.17. The game needs a specific mechanic where zombie pigmen have a chance to spawn if a portal is lit. This can be done on based on individual portal blocks when they are lit, or by the portal itself based on its size when lit. 1.17 does not need to model existing binomial/poisson distribution of zombie pigmen spawning rates, as long as the average is kept the same. Thus I propose the following mechanic:
When a portal is lit, the chance that a zombie pigman will spawn is height*width*difficulty/2000, where difficulty is 0 (peacful) to 3 (hard) and height/width measure the dimensions of the portal, not including the obsidian border.