DeeBusyBee
- Decorofthematter
- decorofthematter
- Australia/Brisbane
- Yes
- No
Since the update yesterday, I'm having a major problem with my survival world I've been playing since Beta. The hunger bar is depleting faster than normal and worse of all I cannot eat!
If I try to eat, it starts to make the eating sound and seems to start the animation but goes back to just holding the food in hand. The hunger does not change and the amount of food in my inventory doesn't change. It's like it gets stuck trying to eat.
The game is unplayable at this point![]()
Since the update yesterday, I'm having a major problem with my survival world I've been playing since Beta. I can't eat at all! (Just confirmed this happens on a new survival world just created in this new version too.)
If I try to eat, it starts to make the eating sound for a few seconds and starts the animation (bringing the food up to your mouth) but just goes back to holding the food in hand. After the first attempt, after that it just does half a second of the eating sound and no animation starts, the food just stays in your hand. The hunger does not change and the amount of food in my inventory doesn't change. It's like it gets stuck trying to eat.
The game is unplayable at this point in survival
![]()
Survival Mode - can't eatand hunger bar depleting faster
Since the update yesterday, I'm having a major problem with my survival world I've been playing since Beta. I can't eat at all! (Just confirmed this
happens on a new survival world just created in this new version too.)If I try to eat, it starts to make the eating sound for a
fewsecondsand startsthe animation (bringing the food up to your mouth)but justgoes back to holding the food in hand. After the first attempt,after that it just doeshalf a second of the eating sound and no animation starts, the food just stays in your hand. The hunger does not change and the amount of food in my inventory doesn't change. It's like it gets stuck trying to eat.The game is unplayable at this point in survival
Since the update yesterday, I'm having a major problem with my survival world I've been playing since Beta. I can't eat at all! (Just confirmed this also occurs on a new survival world I just created in this new version too.)
If I try to eat, it starts to make the eating sound for a second or so and starts bringing the food up to your mouth but just snaps back to holding the food in hand. After the first attempt, if you keep trying to eat, it just does a fraction of a second of the eating sound and no animation starts, the food just stays in your hand. The hunger does not change and the amount of food in my inventory doesn't change. It's like it gets stuck trying to eat.
(I'm trying to eat while hungry with at least 1 chicken drumstick missing.)
The game is unplayable at this point in survival
SomeXbox Achievmenticons not matching text - all mixed up!Most Xbox Achievment text is mixed up! Not matching with icons and achievements
How I tested:
- in Creative mode created two identical books, using book and quill's one after the other.
- Named both books 'test', with text 'test' (with no spaces before or after)
- They both are labelled 'by Author Unknown'.
- Tried to stack them in my inventory, they won't.
- Opened and 'read' each book in case it helps to set an NBT tag. Tried to stack again, they still won't.
According to https://minecraft.gamepedia.com/Written_Book, written books should stack into stacks of 16. They do in Java edition. A function ImpulseSV made use of (as a unique door key only his user can author on a multiplayer server) in his 'Door Lock with Private Key' (also used for his door into i-trade in current Hermitcraft S6) https://www.youtube.com/watch?v=5sDv37gkIlw. The written book is filtered by a hopper and the door is opened only if the book is identical to others stacked in the hopper (only possible as the books are stackable),
Before posting, I searched but didn't find a bug report on this issue. Found this one https://bugs.mojang.com/browse/MCPE-35497 about books not stacking but that's regarding (blank) books, not written books. (Books stack fine now, that old bug report must have been fixed by the way and should be closed).
Thanks to Jaren Zimmerman for pointing out this problem in comments of Impulse's tutorial (linked above) on youtube. Many other people, in the comments, are asking if the door lock key system, will work on Bedrock Edition too.
(Find it interesting, too, there are no entries on the 'written books' wiki page (linked above), under the history section for Bedrock edition. (No mention of when written books were added nor any changes made
.))How I tested:
- in Creative mode created two identical books, using book and quill's one after the other.
- Named both books 'test', with text 'test' (with no spaces before or after), signed them.
- They both are labelled 'by Author Unknown'.
- Tried to stack them in my inventory, they won't.
- Opened and 'read' each book in case it helps to set an NBT tag. Tried to stack again, they still won't.
According to https://minecraft.gamepedia.com/Written_Book, written books should stack into stacks of 16. They do in Java edition. A function ImpulseSV made use of (as a unique door key only his user can author on a multiplayer server) in his 'Door Lock with Private Key' (also used for his door into i-trade in current Hermitcraft S6) https://www.youtube.com/watch?v=5sDv37gkIlw. The written book is filtered by a hopper and the door is opened only if the book is identical to others stacked in the hopper (only possible as the books are stackable),
Before posting, I searched but didn't find a bug report on this issue. Found this one https://bugs.mojang.com/browse/MCPE-35497 about books not stacking but that's regarding (blank) books, not written books. (Books stack fine now, that old bug report must have been fixed by the way and should be closed).
Thanks to Jaren Zimmerman for pointing out this problem in comments of Impulse's tutorial (linked above) on youtube. Many other people, in the comments, are asking if the door lock key system, will work on Bedrock Edition too.
(Find it interesting, too, there are no entries on the 'written books' wiki page (linked above), under the history section for Bedrock edition. (No mention of when written books were added nor any changes made).
Also, in the wiki, no mention of the read NBT tag that ImpulseSV mentioned, gets added once a book has been read for the first time. Apparently, if a book is unread it won't stack with read books).

I have confirmed it only occurs on one of my computers (so it's just me!) and my maps are not corrupted. Exported my survival maps and they play fine on my other windows 10 computer, eating and all (
to see coloured sheep again).
I know I can play on peaceful but that's not as fun. :-/
Have looked at mouse settings as I recently let Logitech setpoint take over from windows, mouse acceleration. Changed that back, no help. Also turned up the mouse sensitivity in the game menu. No help (as have heard that you've made the mouse less sensitive in this update?).
Have also had some glitching when opening fence gates, as in, it's like I'm clicking fast constantly.
About to try uninstalling and reinstalling game after backing up my maps and / or another mouse.
Another thing I had done but disable Energy Shaders so i enabled it again but to no avail.
Sorry if was my mouse! Swapped with another and I can eat again. Yay!
It's pretty old and starting to die coincided with the release of 1.1.55. Sorry!
Lovin' the pretty Llamas with the carpet designs and glazed terracota btw.
This is still happening in 1.2.2.3. (Harvesting melon with shears drops 3-7 pieces not 9) (I just "sheared" 5 melons and got 3 and 4 from each one)
I thought that it must have changed with the 1.2 bedrock edition but obviously getting more drops using shears to harvest melon was not happening before.
It's listed in the wiki as a bedrock edition exclusive (I guess text "minecraft PE" swapped out to "bedrock edition" after the update):
Source: https://minecraft.gamepedia.com/Melon
*Obtaining
Drops*
.. Each melon block normally drops 3–7 melons when broken or pushed by a piston, or 9 melons when broken by shears.[Bedrock Edition only]
History
1.1 build 3 Breaking a melon block with shears now always yields 9 melons.
Should the wiki be updated? Can I just change it as a user? Shouldn't the changelog for 1.1.0.3 also be updated?
Do understand there are many more important bugs tho!
That makes sense thanks for clearing it up @Aspergerian.
When I get a chance I may update the wiki (if it allows me to) and link to this page.
I wonder, in which version did it become possible to craft 1 melon block into 9 slices of melon.
It works in in the current version: 1.2.2.3. Just wonder what to put in the wiki.
Thanks Bemoty. I did search for "achievements text icons mixed up" but but didn't find that report.
Sorry!
'The beginning'
'Diamonds to you' Nathaniel for your interdimensionally clever comment and to Stephen Geist for succinctly stating the problem with screenshots.
I logged in today and it's fixed for me too.
'return to sender' Nathaniel, here's 'a taste of your own medicine' (achievements in a message)
Apologies if this post is 'overkill' or 'overpowered'... (you might tell me I 'need a mint')
It seems the 'organizational wizards' fixed it in 'super sonic' fashion.
We're lucky, 'getting an upgrade'. Imagine the 'hot topic' this could have turned into if everyone reported the mix-up for each achievement. It would have been like 'going to the nether' with smellovision. There'd be so many 'DUPLICATE-CEPTIONS' they'd be 'feeling ill', like they'd 'smelt everything'.
The achievements had temporarily gone 'free diving' 'in the deep end' of 'the nether'. At least the icons weren't under 'camouflage', just the text was 'artificially selected'. Like Stephen, I didn't 'dispense with' getting achievements, 'let it go' or have a 'dry spell', I kept 'repopulating' the achievements list.
So relieved, we 'treasure hunters', 'adventurers' 'librarians', 'benchmakers', 'farmers', 'archers', 'swordsmen', 'pot planters', 'tie dyers', 'horsemen', 'pig flyers', 'cartographers', 'pack leaders', 'brewers', 'train engineers' and more can 'pass.. the time' reliving and our achievements. It's a 'great view from up here' on our 'enchanting' achievements list,
'So I got that going for me'.
Keep 'stayin' frosty'!
'Have a shearful day'!
'The end?' Yep, this is 'the End... Again...'
I'm on a high spec windows 10 machine (i5-6400, 8Gb Ram, GTX 1060 video card). Since 1.2.3 update feeding all of my animals has become a slideshow (very low FPS perhaps 2 FPS!). I don't think the problem is just with wheat. Also have noticed lag / stutter at villagers after midnight (even on peaceful).
It slows down worse where I have more animals in a small space, especially my 8x8 pit full of chickens. It seems to lag only when I switch to seeds to feed them. Then it will lag horribly even when I switch to a sword or other item. It lags until I move far away from them.
Noticed in the Changelog for Bedrock Edition 1.2.3:
Food particles now appear when feeding animals
Could that be related?
I've tried disable texel AA, AA, plutonium mode, fancy graphics, turned off Faithful64x, particle render ditance down to 0 (was 100).
A related bug is how the animals don't follow you as closely. They won't jump up or down blocks to follow you while you're holding food. I noticed with my chickens, they don't all face me, some are facing further away, when I hold seed, like as if they have my location wrong and they are centred on a block a few blocks infront of me rather than where I'm standing!
Auldrick - Did upvote before commenting. Sorry i should have read all the comments on this page. Had read some of the 'duplicate' tickets. Am trying to help.
Lag over network when feeding animals
-------------------------------------------------------
Yesterday my daughter joined my survival game over our gigabit ethernet network (she is also on a good Windows 10 PC). When she was feeding our farm animals, I was inside our base and we both experienced the lag problem. I was using a pickaxe expanding our cave base inside, and could barely do that due to the FPS drop. (I'm reporting this because another report said that their husband was able to join on the network and didn't have lag, maybe they weren't feeding animals).
Eating Sounds?
---------------------
Something strange happened the other day
but I haven't been able to reproduce it. I was feedingsheepcows (and as they started to eat we heard the beginning of the eating sound our player makes when eating, a munching sound. only 1/10 of a second of it or so. Daughter heard it too, she said that's a new sound!Haven't heard it since though.It seems to only happen when feeding cows!Also not getting as much lag feeding cows. Is it because there are less packed into a small space (mine are contained within fences), (Still notice that, same as the chickens, some still don't face towards the food properly. Some will face back towards you, with their face turned to the side.)
Currently, my older village shepherd still has the same White Wool icon and only buys White Wool still. My newer sherpherd villager buys any colour of wool and has the black wool icon, same as you.
I have the same thing happening but only in one of my villages (also in Windows 10 v.1.2.13). I think that villager spawned very recently, perhaps days before this update, after I did some extra house building and trading. He shows the same black wool icon as yours (in picture above thanks!). The tooltip when you mouse on the icon reads, "Wool". He will accept and buy any colour of wool.
I disagree with "Before the 1.2.13 update and since villager trading has been added to the bedrock edition in 1.0.4, shepherd villagers only ever offered to buy white wool. Since white sheep still seem to spawn far more commonly than black sheep, I am guessing that this is a bug."
My older shepherd used to buy any colour of wool until I noticed a change on 24/10/17. He stil shows the same white wool icon though, even now. I think the tooltip name changed from "Wool" to "White Wool" back then too. He stopped buying all colours of wool 24/10/17 so probably version 1.2.2 or 1.2.3. He only accepts and buys "White Wool" and still does now. (The change back then was not in the changelogs but saw that the Java version they only bought white wool so I thought that was a fix they did to align them, Not sure why this new bug now though and again, no changes to villager trading that I can see in the changelogs).
Is your Shepherd who buys black wool recently spawned? (just trying to help clarify the issue).
I understand, it's not obvious to try selling other colours of wool at all! Good opportunity to make some emeralds atm. Still, glad you reported this bug anyway and I was going to if not one had. Glad I can sell some of my least liked, brown wool!
You're right when you said above, white sheep are the most common to spawn naturally, around 80%. I have found natural brown sheep in my world (3% chance) and some black ones too so far. Only looked up chances of coloured sheep spawning after enjoying Paulsoaresjr on youtube and his pink Sheep clan videos. He hilariously worshipped the sacred natural pink sheep and their wool, with their 0.164% chance of spawning. https://minecraft.gamepedia.com/Sheep
Suggest people try changing the simulation distance to not include your farm area, or have your farms away from areas you want hostiles to spawn. It seems that passive mobs count against the mob cap (or a large simulation distance is causing mob spawning to fail?).
I also have a mob farm 20x20 in Windows 10 version, with a centre 24 block fall also. I've found turning the simulation distance down to four again has made it spawn almost as many as it first did when I made it late last year. (Generally don't get as many hostile mobs as when I started playing when it was in beta though.) Now very few of my farm animals are in the ticking area again.
My world was originally an 'old' world converted to 'infinite'. So it has no caves around my main base, cliff house. All tunnels and mines etc and hill around the base within 128 blocks centred around mob farm are lit up. Mob spawner farm is built into the middle of my cliff house. Back on 4 chunks simulation distance, staying around the mob fall drop and do some indoor farming, it spawns maybe 30 mobs per day. (very cool to not have to go outside and get XP and mob drops - also managed to collect all the music disks by engaging with the skeletons and they with other mobs).
Spawn rates went down around my base to barely anything for me, around v/1.2.10 in Feb 2018. That's when I set the new 'simulation distance' to the maximum of 12 chunks. (Before that the game default was always 4 chunks.) (BTW at 12 I was getting pausing and sometimes crashing on opening maps too around my base). At 64 blocks (4 chunks) out from the base of my spawner centre, my large animal farms begin. With simulation distance 12 chunks, I get nothing spawning at all in my mob spawner nor in my base area at all!
Suggestion: perhaps fenced animals and animals on a lead, or animals that have been interacted with in some way shouldn't count against the mob cap. Easier, would be to separate the mob cap for hostile, neutral and passive mobs, if not already, may help.
My base farm area is also in a swamp biome and I haven't seen a slime for around 6 months
Haven't seen any magma cubes in the nether either for many months.
This could be related to:
MCPE-29526I tried hard mode too and noticed that it seems the same amount of mobs spawn as in easy mode (very little!). On to the wiki, https://minecraft.gamepedia.com/Difficulty it never mentions if hard mode increases spawn rates, just that any mode other than peaceful does spawn hostile mobs.. Difffculty does affect many other things like, in hard mode:
I agree it'd be good to have a mode spawning more hostile mobs, or just increasing their spawning overall. Game is not the same without them!
On my world I've decreased my simulation distance back to 4 as when it was larger it included my large animal farm area. Now I do get some hostile mobs spawning around my base and my base mob farm that drops into my base. Suggest people try changing the simulation distance to not include your farm area, or have your farms away from areas you want hostiles to spawn.
After writing above comment, found more interesting info on the wiki about mob spawning. https://minecraft.gamepedia.com/Spawn
It is great to know more now about how mobs are spawned in Bedrock Edition. There are mob caps that confirm my findings about having your farm away from where you want mobs to spawn.
The wiki confirms that there is a mob cap, "The global mob cap for natural spawns is set at 200 regardless of difficulty." That makes you think that difficulty won't matter, but apparently it does. Later, under 'pack spawning' says: "Picks a random number of mobs to spawn in the pack. Each mob can have its own min and max pack size, and the pack size can depend on difficulty". It doesn't go into detail about the pack sizes for each mob though.
It does explain the mob density caps as well that are checked and reduce the probability of hostiles being spawned. It is different, and there will be less mobs than on to Java probably to reduce load on tablet and phones unfortunately.
Brian Green
__deCoroftheMatter, please read the comments before commenting! There is a known issue. There are extremely painful workarounds that must be done until it gets fixed.
Watch the video posted by Gruva: https://www.youtube.com/watch?v=5y2Jnwi3hKE
It explains how the spawn mechanics are working now. (This is not the intended Minecraft behavior, hence why this bug is still "Open")__
Thanks for responding. I hadn't read ALL of the comments, true, now have. Was only trying to help by sharing a workaround that worked on my survival world with a mob farm similar to the OP. My main gist was don't have an animal farm near your mob farm, or turn your simulation area down to not encompass your animal farm like I did. Agree, before I turned my simulation distance around, when near my hundreds of animal farm, there weren't enough mobs spawning to complete the game in good time and my mob farm was barely working at all. It's back now.
Thanks for the link to Gruva's video on "Testing Mob Spawning in Minecraft Bedrock Engine (BTU, Win10, PE) Minecraft 1.2.10". He does some great simulations! I saw his results where mobs were not spawning below y level 30. It is not how spawn mechanics are working now. This bug of not spawning below level 30, among other spawning bugs (e.g. mobs can't spawn on transparent blocks anymore, carpets and slabs) were fixed in v1.2.13 released April 3, 2018.
Did you see his video done the next day after the video above, after a new section on bedrock edition mob spawning was added to the wiki page, https://minecraft.gamepedia.com/Spawn#Bedrock_Edition. His video "Tutorial - How it Works, Mob Spawning, Minecraft Bedrock 1.2.10 (Win10 & PE)" https://www.youtube.com/watch?v=srAL6EpwucQ&t=307s summarises the Bedrock Edition mob spawning in the comments and shows some of how it works.
The wiki "spawn" page, I have some queries on. It is great to confirm there is a global mob cap and that explains why on my world, reducing my simulation distance back down to 4 made spawns happen in my mob farm again, as I stand at the base of the 24 block drop, 4 chunks out from where my animal farms begin. Those animal farms, when counted in my ticking area (simulation distance) must have blown out the mob cap that I now know exist, thanks to the wiki..
The mob cap counts all the mobs within your ticking area (set by your simulation distance). It's strange how your ticking area can be larger than the area eligible to spawn around you (32 blocks out from you and up to 6 chunks out only at max). To increase the chance of mobs being spawned closer to you, makes sense to turn that simulation distance down. (Am I right in assuming simulation distance is the radius of chunks coming out from the player? Or is it the diameter of the ticking area circled around the player? (There isn't a wiki page for simulation distance, only one for ticking area))
The spawning wiki says that the mob density cap limits the number of mobs of each type that can spawn within a 9x9 square region of the selected spawning chunk. That's good news for the Aquatic update coming forward since water mobs have a different mob cap. Gruva interpreted the wiki that the mob density cap includes a 9x9 chunk area around the chunk being checked for spawning, but the wiki never says 'chunk area' It says,_ "The mob density cap limits how many mobs of each type and category can spawn within a 9x9 square region surrounding each chunk eligible for spawning"_ Isn't that clear as mud? I hope someone can clarify and update the wiki, if that is a 9x9 chunk area it checks or just 9 more blocks?
Before commenting here I'd seen that spawn wiki page and had mistakenly thought only a few paragraphs were about Bedrock Edition and the rest were about Java. Perhaps there should be two pages as they are so different. It's confusing when so much information is about the java edition all over the internet. The same often doesn't apply to Bedrock Edition. (Doesn't help that they changed the name when trying to find anything but that's another story!).
Can't wait until someone designs a mob spawner, like Gruva recommends to take advantage of how surface spawns are done first then the algorithm goes vertically down and tried cave spawns beneath that successful spawn block. A two level mob spawner with surface and cave areas to spawn should do better in Bedrock Edition. Then you can fill the surface and cave mob caps more fully.
Q@moonshine77
I tried your trick of making the top cover of the mob farm slabs. At the same time I increased the spawning height inside taller from 2 blocks up to 3 as is in this video https://www.youtube.com/watch?v=lcgafxZ7iJo&feature=youtu.be
I put slabs ontop 'right side up' (so that they are taking up the bottom half of the block and have air above them and you can't put torches ontop of them. (In Java upside down slabs (and stairs) can spawn things but I hope not in Bedrock Edition? - it's not differentiated anywhere, they just say "slabs".
My results - after hours of testing it made my spawn rates in mob farm go down to by a factor of 5 or more. Can't be sure if raising the height inside affected as I may have got endermen taking up those rare spawn chances more too. Who knows if I had mobs spawned elsewhere that took up the mob cap. Have been going on killing sprees around and making sure everything is lit up to make the mob spawner the only place to spawn.
I should make it two high and retest. Dangerous, have now seen my mob farm from the mob's perspective, fell into the chute while changing the roof over. lol
Perhaps things have changed in current version v1.2.13 since you last reported?
Haven't tried the open sky approach but will do. Wonder what is working for people at the moment?
I mentioned the same bug report you did as it hasn't been marked as a duplicate yet which seems strange.
I came on to report a similar bug but add to yours as ours seem symptoms of the same problem.
Used to be able to place say a stack of iron to trade and click to trade and just keep trading over and over until you don't have enough remaining to stack to trade.
Now, intermittent crashes of the game if I try to quickly retrade before putting bought item in my inventory.
(I think it used to automatically go into your inventory but now it just floats around?)EDIT: now remember bought items did float but also could accumulate and you could keep trading further items. Added more info and video link to the related bug report: https://bugs.mojang.com/browse/MCPE-32635 (Thanks for creating that bug report Morgwenna)
Also sometimes it doesn't count the items you've leftover to trade, as per picture uploaded. (In the picture, just traded some iron and the emerald I bought is just floating there and it's not counting the remaining iron to trade)
So remaining items to trade need to be moved out of trading square and in again before counted to trade, e.g. move the stack of iron out and in again before it offers an emerald to trade.
Should add I'm also on version 1.4.2.0 but playing Bedrock Edition on Windows 10.
First noticed this only yesterday and not sure when it started. Mainly noticed it just with farmers as I was trading multiple stacks of farm items. Today I tried it in another world and with other villager trades and items (both worlds I tried are old worlds from previous versions btw.).
I've had the game crash a few times if you click to trade again very fast after just having done one. It crashes to desktop.
Thanks Morgwenna for reporting and linking to the other bug report. I'm the one who was writing on 34737 too. Just put a quick video on youtube demonstrating the problem: https://youtu.be/DxHeT--rfMM
Easier to demonstrate than describe. It's taken me a while to figure it out more and remember how it used to be.
Used to be able to keep holding and adding to a stack you just bought and trade over and over again until:
(The items you just bought didn't automatically go to your inventory but they accumulated floating (in your hand?) above the Trading UI. You could keep trading and adding to those and them put them away later.) Is that how you remember it too Morgwenna? (excuse me flu is interfering with thinking!)
Just made a video demonstrating the ?bug and included sensational crash to desktop at the end, when I tried to buy a second enchanted shovel before putting the first one in my inventory. It's done that a few times.. Pretty sure that happened selling carrots once so it wasn't just for buying enchanted items.
I think that if you didn't have room in your inventory before and now, the bought items would be dropped items. If you were quick you could pick them up, or If you were very unlucky a villager would take them back. Nothing should disappear.
You're right Morgwenna this is slowing down multiple trading significantly! not to mention the crashes to desktop possibly corrupting game saves and losing your data.
Not sure if I should have made a new bug report, just adding info to this one.
In creative mode, Java 1.13 edition, shipwreck map chests (which contains a treasure map) appears empty on first opening. The other chests in shipwrecks have populated items before opening, and don't have this problem.

Map chests appears empty when I first open it. When close and open it for a second time, it appears empty for a few seconds then as I watch, the treasure map and items populate!
Background info: My new survival world, i5-6400 pc with 8gb ram, GTX 1060, running Java 64 bit (build 1.8.0_181-b13) render distance 16 chunks. I opened my game to lan, enabled cheats, changed mode to creative. Fying around scouting, checking shipwrecks. Making sure chunk seems loaded before going into them. This occurred in treasure chests in two different shipwrecks. (You may know me from some bedrock bug reports but I bought Java version now too
I also found map chests appearing empty upon first opening for me in creative on 1.13 opened to lan on my survival world. I wonder if they are generating contents after being opened or there's a bug in generating the map perhaps.
I wrote about it on this bug report: https://bugs.mojang.com/browse/MC-133651?jql=project%20%3D%20MC%20AND%20text%20~%20%22shipwreck%20chest%22
Adding more info to the above. Just tried about 10 more shipwreck chests in Creative.. Only one map chest contents populated slowly after I'd opened the chest. None were empty on first opening. Only one I opened seemed empty then populated while I had it open. The other map chests may have populated as I opened them, fast enough I didn't notice. Every other kind of chest seemed pre-populated.
Found two teasures too using the maps, and they were all within the red cross on the map, though not in the centre of the cross, more on the edges (one north west and one south west of the centre of the x)
Video Proof of lag in map chest generation on a current 1.13 server on youtube:
Hermitcraft VI - Nature Health Organisation & Ninja Grian - Let's play Minecraft 1.13 - Episode 6
around 33:24 minutes (link below to exact moment).
https://www.youtube.com/watch?v=7SHFXtvB-KI&t=33m24s
(Docm77 opens a map chest in a shipwreck and the first time it is empty. He tries clicking again a few times and on the third right click swims away. After a five second or so delay, the open chest noise happens and populated chest inventory appears on his screen, including treasure map).
There's still lag when opening a shipwreck map chest (just the map chest). I added some more info re: this to a bug report already marked as duplicate as above: https://bugs.mojang.com/browse/MC-133651
Is it always to be expected to have lag on a server for it to generate the treasure maps upon opening the chest? (and also in a singleplayer world?)
I'm not sure which of these duplicate bug reports to add to. My cliff house is inside a tall hill is similar to Troy Parry's. The main part has at multiple levels dug out with a floor/ceiling between them. There are more than three levels at certain points, if you count the mines down a stairway going back and below. An indoor farm area stretches back as the only floor in that area, with an XP farm built above it with a drop chute of 21 blocks dropping into the farm area for XP 'collection'.
Many times I've respawned on opening after saving, with my character located a floor level above where I had saved the game. As in the next dug out level above where I'd saved.
Where I stood while saving is the 'sweet spot' roughly 20 blocks below my mob spawner space and below one of it's corners. When I stand there I seem to get more drops from the xp farm (?they detect me and fall off my 8x8 spawning platforms into 2 channel water drop best?)
(could be a few blocks off - I was distracted fighting spiders in the dark!)
Understandingly, I won't be saving the game while standing under the xp farm again until this bug is fixed!
This occurred most recently on 1.5.2, Bedrock Edition (windows 10) and on earlier versions before that.
(The usual place I save is located in my main front living room area. I've never respawned above that, strangely. There is a room above that but no other caves above that (I know there are no caves as I started the world as an 'old' world type, so 256 x 256 area around worldspawn (where I made my base) had no caves generated (useful when making the xp farm). Later I converted it to infinite and the rest of the world generated as normal.
It only seems to happen at some locations in my base, intermittently.
EDITED as smileys didn't go through.
It happened againin Bedrock 1.6 on Windows 10 when I saved in the same xp farm sweet spot (as above).
I saved the game with my player located at 286, 66, -2.
I spawned this time, (not inside my XP Farm phew, but ontop of it), at around 286, 92, -2.
It happened again, this time in Bedrock 1.6.1. I saved and exited the same survival world as described above (multi-level base dug into a large extreme hill).
This time, I saved in the top of base Nether tower and spawned on top of it.
Saved player location: 297, 98, -4,
Spawned player location: 297, 104, -4,
(EDITED to fix formatting)
To help solve this bug:
FYI I hope the furnaces storing xp feature can be kept. In survival mode, it will encourage autosmelting without wasting XP, much better than manual smelting and collecting all the time. Also it allows creations like these:
Further to the video linked above, Xisumavoid has tested and made some inventions:
Minecraft 1.13 Furnace XP Farm - https://www.youtube.com/watch?v=UgRUYmaYDlE Sep 9, 2018
(demonstrating it is possible to connect a furnace array to automated farms making a slow AFK XP farm, also demonstrating duration of smelting of different items required to reach 30 levels.
Minecraft 1.13 Instant Item Repair System - https://www.youtube.com/watch?v=uskkb72uIkk Sep 16, 2018
Contraption limiting amounts that get smelted so XP amount matches XP required to repair different items using a redstone counting system.
Minecraft 1.13 XP Storage Silo Tutorial - https://www.youtube.com/watch?v=8bdj_Uk3L_0&feature=youtu.be Sep 22, 2018
Simplification of above item repair system using an autosmelter array. Player can manually place filler items to set and limit the number of items smelted and the XP produced.
Yes, violine, I understand as it is, a large amount of experience released at once could crash the game. Perhaps, like Xisuma said (in the top video linked there), they could limit the XP a furnace can store so it wouldn't crash a server or lag out. It'd be good if that experience limit amount would equal. at least. 30 levels, if possible. It'd be great to keep this feature in the game.
(Another use is, Xisuma has cleverly made a community furnace in Hermitcraft Season 6, charging hermits to smelt there while storing the experience for his use. lol)
If not a limit on the XP storage, perhaps there are other another ways to reduce the experience_orb entities released from a furnace to prevent crashes?
SKOOT4life added the below suggestion to a suggestion on r/minecraftsuggestions "Make brewing give XP like smelting"
"XP orbs can be an object of their own. These cant be used at all, and are just objects limited to inventories and storage. However when combining a set amount of them with a glass bottle a bottle'o'enchanting can be made. The reasoning for this is that when things are smelted and then extracted with a hopper, you dont get the xp from them. So the furnaces can release xp orb items into the hoppers allowing you to collect the xp later on and use it."
I know violine and have contributed to bug reports on here before! I put that here for two reasons:
1) to show the community has embraced storing xp in furnaces as an feature and improvement to the game that came with 1.13.
2) If XP could be stored in containers in stacks as an item that would solve unlimited xp being released at once from a furnace. It would add a new dimension to many xp farms. It probably requires a lot of coding but the technical players would embrace that.
I will delete the above and this comment if you think it's not relevant at all to this bug report and clouds the issue.
Disappointed to not see this bug NOT listed as being fixed in the Beta 1.8.0.8 Changelog.Saw comment above by CompactVoid, perhaps this has been fixed in Beta 1.7.0.2? (also happy to see many bugs being fixed in betas - good work Mojang)I hope this is fixed soon, especially with stray cats now spawning in villages (in above beta). This problem has been happening for so long. I've got dogs sitting sentinel all over my base and they are waay overdue for walkies now.