MrPhantomEyez
- Eyez
- JIRAUSER500968
- Europe/Stockholm
- Yes
- No
I just tested out my Zombie Pigman farm after Mojang recently re-implemented the XP Bug.
In snapshot 20w22a, all worked well as each aggravated Pigman dropped XP as well as rare drops (Gold Ingots and Gold Swords). As of pre-release 3, although Pigman do remain aggravated, they drop the same amount of XP as in pre-release 1 and 2, and never drop Gold Ingots or Swords.
In pre-release 3 it was stated that all Zombie Pigman functions would return to normal behavio
ur (like snapshot 20w22a)... their loot tables have not been properly updated for pre-release 3. It was stated that these major changes to Pigman behaviour would not be introduced until later versions of the game, however, their behaviour is still no longer the same as in snapshot 20w22a, and thus resulting Gold/XP farms REMAIN broken.TLDR: Zombie Pigman remain aggravated when attacked and drop gold nuggets (fixed in pre-release 3), but each pigman does not drop XP nor Gold Ingots/Swords upon death as they did in snapshot 20w22a.
I just tested out my Zombie Pigman farm after Mojang recently re-implemented the XP Bug.
In snapshot 20w22a, all worked well as each aggravated Pigman dropped XP as well as rare drops (Gold Ingots and Gold Swords). As of pre-release 3, although Pigman do remain aggravated, they drop the same amount of XP as in pre-release 1 and 2, and never drop Gold Ingots or Swords.
In pre-release 3 it was stated that all Zombie Pigman functions would return to normal behavior (like snapshot 20w22a)... their loot tables have not been properly updated for pre-release 3. It was stated that these major changes to Pigman behavior would not be introduced until later versions of the game, however, their behavior is still no longer the same as in snapshot 20w22a, and thus resulting Gold/XP farms REMAIN broken.
NOTE: In 20w22a, I would obtain 30 levels in under 2 minutes by aggravating one Pigman — with this pre-release, I only receive approx. 12 levels after angering numerous Pigman.
TLDR: Zombie Pigman remain aggravated when attacked and drop gold nuggets (fixed in pre-release 3), but each pigman does not drop XP nor Gold Ingots/Swords upon death as they did in snapshot 20w22a.
@hkniberg
For sure, here is the most recent world I tested Zombified Piglin functionality in. If you have any questions or need more input let me know!
Zombified Piglin Test Farm.zip
Upon return to my test world, it seems the amount of XP dropped by the Piglin across versions is now different and varied with each test. I just tested in Pre-Release 3 and 5 and got 16 levels from a distance of 25 blocks. Is it possible that if a world was loaded in Pre-Release 1, the XP drop rates could have been affected?
On occasion, a villager can share a bed with another villager.
To reproduce, cram 5 villagers into a cell with 5 beds, and they will occasionally end up in the same bed as another villager upon sleeping.
On occasion, a villager can share a bed with another villager (or Villagers may not be visually centered on the bed).
To reproduce, cram 5 villagers into a cell with 5 beds, and they will occasionally end up in the same bed as another villager upon sleeping.
Respawn Anchor cancels out respawning at a bed after fully discharged
MrPhantomEyez could you provide a download link for that world?
Thanks MrPhantomEyez, that did it! I was able to repro the case and find the root cause. Fix is on the way. Good job!






As per my original post, it seems that Mojang did not intended to fix this 'bug'... Zombie Pigman farms will no longer be affected and will return to their normal running capacity in the next pre-release most likely.
Seems that this was the side effect from the anger mechanic changes. All is well
https://bugs.mojang.com/browse/MC-56653?focusedCommentId=721245&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-721245
@Galaxy_2Alex
Thanks for the quick response! I just did some testing of my Pigman farm in both 20w22a, and pre-release 3. I conducted 10 separate tests in each version and obtained these average values:
20w22a:
I ran the below test for 1 minute, 20 seconds (time it took to get to level 30 in 20w22a):
Pre-Realease 3:
As you can see there is a clear difference between Zombie Pigman functionality which calls to question if Pre-Release 3 actually returned to functionality in 20w22a. It looks as though Gold Nugget and Rotten Flesh drops are somewhat unchanged, but Ingots, Swords and XP are drastically different.
If you need a copy of my world file on which I conducted these tests, or the spreadsheet in which these values were calculated, let me know!
*EDIT*
I've been playing around with my Pigman farm the past few hours and I figured something odd out. It seems as if this XP glitch is as follows:
(If any further clarification is needed, I can also provide a recording of how to recreate this bug tomorrow).
@Galaxy_2Alex
Just tried to Optimise my world however not much has changed. I am using Etho's Pigman farm design with a few personal upgrades. You must stand on top of the iron trap door for the XP collection area and shoot an arrow at a Pigman on the top two levels.
Additionally, I have attached a copy of my world that can be tested in both 20w22a, and pre-release 3 to see hands-on the difference in XP and loot drop. In order to find the farm, travel to the nether and teleport to the following coordinates: X = 132, Y = 247, Z = -48. If you choose to look at the item drops, travel to X = 132, Y = 201, Z = -51.
https://www.minecraftworldmap.com/worlds/09R5_
I have noticed as well that if I wait until all angered Pigman are killed off, and I block off their line of sight to my player, the game 'refreshes' their state, and I am able to get some XP for a short amount of time. That being said, when compared to 20w22a, not all angered Pigman drop XP and their loot tables are definitely impacted in pre-release 3.
*EDIT*
At the time of posting, pre-release 4 came out and I tested my farm and it is still broken.
*Another update*
I have been conducting tests in a much simpler and easily recreate-able format in a brand new world created in 20w22a. For this test, I would stand on the glowstone block (25 blocks away from the platform), and then aggravate one of the Pigman, causing them to track my player and fall down to their death. I included a small redstone contraption to block off the Pigman from falling to their death before I provoked them to ensure accurate results.
I conducted 3 separate tests, spawning in 64 Pigman for each occurrence, and the results were as follows:
20w22a:
Pre-Release 3:
Pre-Release 5:
NOTE - if you were to stand approximately 5 blocks away from the platform, instead of 25, Pigman XP drop rates return to that of 20w22a, so some update after 20w22a changed Pigman XP drop rates if the player is a certain distance away from the Pigman upon their death. Loot drop rates were consistent regardless of the distance from the spawning platform.
Based off of these tests, I believe it is safe to conclude that the drop rate of Rotten Flesh and Gold Nuggets are unaffected, and Gold Ingot/Sword drop rates are somewhat normal due to the loot table update in Pre-Release 5. However, a difference in 10 levels from the exact same number of Pigman should most definitely be fixed, and returned to its regular functioning state (20w22a).
If any other information is required I'd be happy to help
@hkniberg
For sure! I have provided my Test world below:
Zombified Piglin Test Farm.zip
HOW TO TEST:
After my most recent test, these were the results (tested from the 25 block platform):
20w22a:
Pre-Release 6:
It seems as if it's not only distance that affects XP drops, but also whether or not the player is seen by the Zombified Piglin upon its death. Additionally, it seems as if the proper 'fix' version is 20w22a. If you need any further information or clarification, please let me know
@hkniberg (sorry, still don't know how to tag users properly)
No problem! I had a lot of fun testing this bug and trying to figure out the reasoning behind it... hopefully I'll be able to assist with more bugs in the future
If you would be willing to share what the root cause was that’d be great... I became slightly passionate over this bug so I’d be interested in what the fix was!
Yes, but wouldn't it make sense for the game to set your spawn point back to your bed after the Respawn Anchor is out of charge?
Respawn Anchors were created to set your spawn in the Nether as beds are not able to be used. Beds remain the sole way to respawn at your desired location within the Overworld.
Respawn Anchors deal with the Nether, thus it makes no sense as to why the Respawn Anchor should continue to have control of your Overworld spawn after it has been fully used. The bed should then be set as the default spawn point for the Overworld.
Additionally, upon dying using my provided method, the game says: "You have no home bed or charged respawn anchor, or it was obstructed". I'd say it's a fair argument for Mojang to consider allowing players to respawn at their originally set bed spawn after their Respawn Anchor is out of charge.