Morgwenna
- Morgwenna
- morgwenna
- Europe/London
- Yes
- No
Actually this is not just a problem with just duplicating items but overwriting items currently in a slot and thus losing them forever - in survival as I do not use creative. I have pinned this down to taking things out of the furnace and MCPE using a slot that is already in use. In addition, when you create items, or pick them up, the items are sometimes placed in a new slot rather than complete a stack of a slot already containing that item.
Added 4 screenshots to show how inaccurate the locator icon is on maps, made worse by zooming, therefore making location of treasure by the centre of the red cross alone impossible whether there is treasure there or not.
Morgwenna: Having to click the 'up' button during creative flying is an unrelated issue, MCPE-32391. It's not an issue with the controls, but with the game mistakenly thinking you're on the ground.
I'm not sure which issues you're referring to as the "water issues". If it's MCPE-33587 and its clone MCPE-33588, those reports contain too little information for us to be sure what the problem is. Because they describe unintended block breaking while trying to use the controls for a different purpose, it was the moderator's best judgment that this was the closest issue describing it.
This issue isn't actually about the controls, exactly, it's about the game being so busy doing something (we don't yet know what) that it's losing or delaying inputs from the controls. Controllers, touch screens, and keyboards actually send a signal when you press and again when you release. The computer doesn't actually detect that you're pressing, it just remembers that you pressed until it gets the signal that you've released. The problem here seems to be that the release signal is being missed or delayed, so the game thinks you're still pressing when you aren't any more. But the underlying problem is that the game is too busy with something completely unrelated, and it should never be too busy to accept inputs for that long.
Morgwenna: This issue was passed to the developers more than one year ago and they haven't yet closed it, so they are still looking for opportunities to make improvements. I do not have access to their system, so I can't provide any further status than that. I do know that this problem has seen improvements on some platforms and devices.
Based on reports you've submitted recently, I assume you're still using an iPad 3. The maximum render distance offered is calculated when the game starts, based on the CPU and total memory. As the game has grown so much over the last year, recent releases require more of these resources than they used to. It's therefore quite likely that an iPad 3 simply can't support a render distance of 16 at the present time. But the developers are always looking for ways to make the game more efficient so that these requirements are eased, and it may be that eventually a performance improvement will allow you to set your render distance higher. Unfortunately, it's common for problems like this to need several iterations of improvements, some of which are relatively easy while others require a lot of redesign. The easy ones have already been done (I assume), so further improvements can be expected to take considerable time.
@Morgwenna All villagers in a village do need to be linked to beds in order for iron golems to spawn. Moving a bed should not stop spawning permanently in most cases, but there are some ways it could:
- If the new bed location is not detectable by any villager (not within 16 blocks horizontally and 4 blocks vertically), then no villager will be linked to it.
- If the new bed location causes the center of the village to shift, and there are no valid iron golem spawning spots around that center, then no golems will spawn.
These are both reasonable game mechanics so I don't think there is a bug with beds. There were no changes to iron golem spawning in 1.16.1, so I think the timing of your issue is just coincidence. However, there is a bug with workstation linking related to killing off villagers as I described in my previous comment. If you've experienced that you can reset the links by breaking and replacing workstations.
Pausing still does not work on version 15.4. Pressing pause button takes you to the game menu but the game still continues. You have to quit to title to stop the game. IPad 3 iOS9
To get a slime above ground I used to go to a swamp, while jumping up create a stack a of about 30 blocks, create a little deck to place the bed and watch for a slime to spawn. Once spawned I could go to sleep, go back to ground level and kill the slimes, and spiders if there happened to be any, and collect the loot. Now the slimes, and spiders, just disappear into thin air. Creepers and other mobs hiding in shade remain as expected.
The problem happened in version16 and it has already happened in version 1.0 downloaded yesterday i.e. the first version on iPad. That happened on a large game that was created in 16 so that may have been an upgrade issue. I will start a new game in version 1 and keep track.
Please set this to works as intended. Who knew that the bed had to remain in place in order to Respawn to that point? Found a comment on another issue by chance.
This happens to me. I haven't quite sorted out exactly what causes it but when walking or riding the view changes to directly below you, or above in some cases, you stop moving and can point in a different direction. I wondered if the slightest shift from the forward screen control causes it but there does not seem to be a pattern that I can find. Screen control error probably.
IOS for iPad on latest released version.
Probably a duplicate of 18898
I am using an iPad and, although bad in previous versions, release 1.0 is slower and, for some reason, worse over open ocean. Exploring the world is now time consuming and removes some the pleasure of playing as you have to wait so long for things to render. If you do remove the map you can move along more quickly but the map then has gaps in it so you cannot win either way.
This may something to do with the lag whilst holding a map.
I have given up playing version 1.0.0 because my enjoyment comes from exploring the world. Exploring the ocean is so painful now i.e. Moving forward a chunk or two and then waiting for at least 10 secs for any more world to appear, that I spend more time waiting than exploring. It is not so bad on land.
Affects version 1.0.1 although slightly better on land ocean is still painful.
Sorry SuperGeniusZeb but your comment is confusing. You say they will not walk or jump blocks and then you say they will walk up 1-block-tall heights without a problem. If they should walk up 1 block heights then why, as shown in the picture, would the horse not follow as it is only a single height block to walk up to follow the wheat? That was in version 1.0.0 and they still won't follow you up a 1 block height in version 1.0.1. I created a new game in creative to check it out and the horse still won't walk up a 1 block height. They'll walk down but not up. Therefore, in my experience, they will only follow you on the flat. This is changed behaviour from prior to version 1.
Single player, iOS10 fancy graphics off. There is no fancy leaves option just beautiful skies - which is on. Have no idea where the anti-aliasing option would be although I did look for it but could not find one because I think this is a Windows 10 option only - not iOS. I thought the 'building terrain' screen had been removed at version 16 for the nether but there it was again. I gave up on that world because of the tremendous lag issues/memory problems that are affecting version 1.0.0. which is limiting world size to very small areas now so Minecraft is not as enjoyable since that update - very sad.
This is a bug as the game is not performing as it used to but probably a duplicate of all the others that are complaining of poor memory usage/lag issues now.
Similar to
MCPE-19591- horses attached to a lead will not walk up a single block height either?I did update... but Updating to version 1.0.1 makes very little difference to game lag and memory issues for me on my iPad 3. Such a shame chunk loading was 'tweaked'. I can wait for minutes for chunks to be loaded and the screen drawn - especially ocean, such that it is pointless using a boat. I have also been killed whilst waiting! I shall delete the app, lose my games and reload from scratch to see if a clean install is better.
This seems to be a problem again in 1.0.2 iOS 10 iPad.
Now on version 1.0.2. This is entirely to do with lag. Movement in the Nether is slow and 'judders'. Probably a duplicate of the other issues to do with lag. For the nether I can hear the mobs and other sounds prior to the building terrain screen having completed. Therefore the nether and the ocean are difficult areas to explore easily. I have tried on various FOV and fancy graphics is off - always.
I have found that any chunk near an ocean causes an impact with or without a map. I had to move my base to be further from the ocean so that performance was not affecting normal activities. I agree that problems still exist, although improved in 1.0.4, and dense tree biomes are affected as well as oceans.
I do not understand the comment from Aspergerian. I created a village in the corner of a large, fenced area. Food miraculously started appearing at a far fence, not thrown by a villager but seemingly out of thin air. There was such a vast amount it slowed performance to an almost standstill. I could only get out of it by going into creative and taking up all the food. The amount of food thrown was far more than could have been held by all the villagers put together. This is on 1.0.4 iOS10.
On my created village I too removed the tilled areas and the problem has stopped. This may be classified as a duplicate but there is definitely something wrong with the food sharing mechanism on iOS. The food just appears out of thin air in areas where there aren't even villagers and creates havoc with the performance until all food is taken away. Problem is there is just far too much to cope with in survival and I have to go into creative to do it!
Re attached photo...... I managed to stop this one in time... my carrot episode later was a disaster with the veg appearing outside of the village as well as against fences and inside the houses.
It seems it just gets into a loop. I had a group of three fletchers all passing carrots to one another without stopping.. 8 chests later and going into and then back out of creative to survival it finally stopped. I had to keep each villager in a single cell to stop it happening again.
Agree it still affects 1.0.4 but improved. Oceans and dense tree chunks are still slow when loading. Worse when you hold a map see MCPE 18427.
And Nether chunk loading is still really, really bad.
This happens on the latest version 1.0.5 on iOS 10 as well. The item order changes in pocket UI only every time you open a chest. Items are duplicated in the hot bar. This does not happen on the classic UI - just the pocket UI. Very, very annoying as the classic version is so difficult to use because the item description text box obscures the slots making it difficult to select the correct one. Brilliant for swapping things about in a chest but other than that tricky.
If they just had the double tap to select the whole stack instead of that very painful slow green bar in pocket UI then it would be almost perfect - once this bug is fixed.
I think this is a general lag issue. Now on version 1.0.5 and some of the issues with maps and being anywhere near ocean does seem to have been improved. However, the game still lags near flowing water whether on the surface or below although a game save and a reload does improve it. There is still a lag in the Nether meaning that you still have to wait for the terrain to appear.
This does not seem to be an issue now for 1.0.5 and must have been fixed a couple of releases ago.
This used to cause me a serious issue but no maps and item frames fell off the wall in the latest version until I came back from the nether. All item frames and maps had collapsed in a heap on the floor. Very frustrating.
I too am having difficulty with an iron golem farm with infinite villager breeding. The breeding worked perfectly for a while and then just stopped. It is as though the village census is not updating or it is calculating incorrectly or it is using a different village range than the standard 9 blocks. I have tried various things. There are no doors for at least 200 blocks, the villagers have loads of food and I trade with quite a few therefore a fault in the census is the only thing I can think of now. I have even removed all the villagers from the golem spawn area and yet the golems still spawn when they shouldn't which makes me think the census it at fault or MCPE just works differently from the console edition. I don't really want to kill off all my carefully selected trade villagers just to make a point but I'll have to cure zombies from now on I think.
I have checked and Dr Awesome is correct. My item frames were at a chunk edge. I moved the frames and they no longer fall off the wall. iOS 10 version latest version.
I too have noticed that slimes are not spawning except in very limited numbers in swamps. Not seen a very large one at all. I usually take out a huge area at level 11 in a swamp biome to almost guarantee slime spawns but nothing therefore thought I would check to see if anyone else is having and issue and here it is. I can confirm that slimes are not spawning in anything other than swamps above ground. iOS 10 latest version.
In my view 1.0.5 is worse than 1.0.4 for causing lag. I do not understand why the ocean seems to rendered bottom up rather than top down so that it does not bother drawing all the deep caves etc prior to rendering the bits that should be visible. Oceans and forests are almost impossible to explore with a map.
Katie Heart, yes I swapped to using the classic version instead of the pocket version and all seems fine in that. I also remember the old, but very similar bug, in the pocket version. I am sometimes very suspicious that old code gets re-released on odd occasions but I suppose they do have rigorous code version release mechanisms and control software to manage that and although the symptoms may look the same the underlying bug is probably different.
Is there any clue that the development team are aware of and acting on this issue? There is no point playing this game at the moment because 1.0.8 seems far worse than the previous version. Exploration is almost pointless once you have reached a certain size as it is agonising waiting for the chunks to load and render.
And villagers in 1.0.8
The village mechanics have changed as the rules on wiki etc do not apply to MCPE specifically for infinite village breeders where the village census is only supposed to count a max of 5 blocks below the village. It now seems to count way below that. If that rule has changed have village boundary rules etc. changed for performance as well? If so then please could we have the details? I experience this small farming boundary as described in 1.0.8 and the brown coats will not harvest everything unless there are other villagers present which causes breeding problems - they have to be persuaded! Automated farms without having another villager to throw the food to seem to be a thing of the past in MCPE.
Have recently downloaded 1.1 for iPad. Rendering is far worse than it has ever been for me. Huge areas that take ages to render - over cave systems particularly and even on land now whereas it was worse in the ocean. The question is this. If the actual georgraphy has not changed that much e.g. Number of mines/caves for example, why does every release make is worse and not better? Basically it was OK once but recent changes are just dire.... I still do not know whether this failure is even on the developer's priority list.
It did happen before 1.1 - all the stuff falling off the walls but I am getting a little fed up with villagers magically walking through walls!
1.1 is almost impossible to play when holding a map. The game is far slower anyway now and holding a map makes it impossible. There are huge areas that simply will not render. These are areas with large cave systems and therefore I find all terrain difficult to map now and not just ocean and Woodland. I used to be able to map at least 16-20 x 3 maps. Then I had to reduce that to 9, then 4 and now I simply cannot get 1 x 3 maps to completely render and hence map. The memory usage is now so bad that I have to wait an age for the game to load before the agonies of waiting for the world to render let alone map. I would advise any iPad users not to load 1.1 as they have also reduced the maximum render distance to 6 chunks to cater for the fact that the game is so, so slow.
Yes, I have noticed this as well. If you either crash out of a game or simply close your iPad for any reason when you next load the game a lot of your progress has been lost - and I mean approx 10-20 minute's worth. Previously, if you had to put your iPad down for any reason then you were certain to be able to go back to the point you left it. This is no longer the case with version 1.1. I think there is something seriously wrong with the way the game is handling iOS memory and links in to all the trouble with rendering, the fact that maximum rendering has been set to just 6 chunks etc. Makes me think they know they have a problem and that older, less powerful iPads can no longer handle the game as I am on an iPad 3.
You are lucky it is just laggy. If my world ever does render then I have found that the block updates are extremely slow in that there is a noticeable lag between, for example, removing a block and it to be rendered as removed and then I am left with a dark hole, if in a cave, and another noticeable time lag before the lighting is corrected. Also placing a block takes a little while to render. This is mainly true when around a large cave system and I suspect that the memory/processing power required for the latest update is simply too much for my iPad 3!
This will probably be marked as a duplicate along with all the other issues concerning extremely poor chunk loading and general lagging issues that 1.1 has introduced.
I don't know if this will help but I had the same problem and discovered some comments somewhere that you cannot have air blocks surrounding the sign so you have to place touches around the sign. My golem farm still works in version 1.1 using this method.
This has never happened to me as a single user on iOS before and therefore new to me iOS in 1.1.0.55. The game rolls back with one solitary user in a brand new world with very few inventory items and I hadn't even walked very far. Had taken the chest items from two temples but when it came back I was back to just the first temple. So it is not game size or anyone else fiddling about and seems to be poor memory handling now on iOS.
See MCPE-12347 as this has just started happening to me on iOS.
I did a lot of fiddling and managed, somehow, to get it back again by loading an old 1.8 game first. A hard reboot also helped. Thank you.
Francesca, I found that a hard reboot of my iPad helped considerably. Still laggy but not as frustrating as before.
Still a problem in 1.1 iOS
Dr Awesome, Thanks for that and after clearing another gigabyte so that I had two spare it then started allowing me more chunks. Seems to need one heck of a lot of space..
Dr Awesome, I assumed that you were but I am back to 14 chunks rendering distance after clearing a lot of space, deleting old MCPE worlds and doing a hard reboot. I have no idea how iOS or MCPE memory handling works, unlike XP, but having more free disk space did the trick. I had tried a hard reboot many times before and it still got slower and slower but having more free space has stopped that. Weird...
They used to spawn on Jack O'Lanterns. That would explain the drop for me as I tend to light large areas with them in the floor... thanks.
This may be irrelevant but.. I suffered problems with crashes and no rollback - see above comment. I have also suffered from reduced rendering distance that everyone said was due to low resources. However, I cleared a lot of space, got rid of old minecraft games, did a hard reboot and I have not suffered since. I have had a few crashes and rolled back to exactly where I left it. I think this problem is to do with how this app uses temporary space and, if it hasn't got enough, will cause problems. Also may be irrelevant but every time I uses BBC iPlayer, although other apps may cause it as well, my reduced rendering returns. I suspect that whatever temp storage is being used it is not being tidied by some apps - including this one. Hard reboots will do a bit of housework on the system and I am not suffering the losses on crash rollbacks and I can now manage the reduced rendering so, at the moment, I am a lot happier but have not updated to 1.1 yet and don't think I will! iOS 10 on old iPad 3.
This problem disappears if you use the classic interface. A bit of a pain learning the recipes but it does have other advantages. I used to swap from one interface to the other when I needed to but now have swapped to the classic interface all the time. Rather that than lose so many valuable items until this is fixed.
1.1.4 was better. Loaded 1.1.5 and wish I hadn't. Game unplayable again. I am truly appalled that the game gets released with such memory issues that causes the failure to render properly.
Edward Laska. I have found that installing the new software rather then applying the updates improves matters considerably. Of course you lose all the games which is a pain. Also, although everyone says that leaving apps open does not impede things they do. Something to do with memory clean up which apps do not do properly after closing - hence the well known tip to download something huge (game or films) so that the apps will tidy and free up space. Minecraft needs every ounce of space available therefore I have to shut all apps - especially safari and any BBC app. After that a hard reboot should sort it out. If the game gets bigger than 60-70 mb even with 2 gb spare for temp space then things really do start slowing down. Not the news you want to hear but I doubt very much Microsoft will sort this out for us 32 bit users.
This surely does not work as intended. I agree with Ramon that this is a bug and should be reopened.
6 chunks shouldn't even be an option as you are just playing in a constant fog. This is a bug and probably has something to to do with the vast amount of space/memory that Microsoft requires for a dump file now. No point as I cannot play it like this anyway. Boy, I wish I hadn't taken the upgrade....
Vines used to burn with the tree. Now the majority remain after the tree has dissapeared. Bug has been reintroduced with version 1.2 on iOS.
Actually the bug introduced with 1.2 affects tools and even your hand without any enchantments. For example, at the bottom of a desert temple, you can break, and continue to break, sandstone blocks with a pick axe but the moment you move to TNT you have to break it a block at a time. Clearing grass for seeds is one at a time unless you start breaking a block and move to the grass before the block has been broken completely. However you could say that it affects all tools on enchantment 0? This is tested before it gets released so I am very confused how a bug in such a basic mechanism has got through.
On iOS latest 1.2 version the light under the trees does not update at all in some areas especially jungle.
iOS on snow all my trees are black. Have experienced the odd one or two spruces in other areas being black but every tree in my snow biome (newly created world) is black
Not on 1.2.2 iOS for me. Cane can still only cut by hand one at a time. Still a bug.
Why is this marked as resolved when you still cannot cut cane etc. In 1.2.2 as before? Should it not be reopened?
This affects TNT as well as crops. The most annoying is cane because you cannot harvest a field full quickly anymore because it is usually farmed at the second block therefore some of the tricks don't work.
Finally managed to get 14 chunks but as the game progresses and Minecraft uses soooooo much RAM these days it crashes out and goes back to 6. I used to be able to have 16 x 3 maps explored now the most I can manage is 4 - at 6 chunks rendering. Pointless. Please Microsoft sort it out. Stop collecting so much information in RAM so that we can actually play the game.
Note also Mega_Spud mention 6, 8 or 14 chunks. We used to have 22 before Microsoft started fiddling and storing information to send back to MS when it crashed so it looks as though they aren't even attempting to get us back to where we were. Perhaps there ought to be an option to stop dump file collection so we can actually play the game instead.
Agreed. All mine shafts that I have come across for the last few releases always have 4 or 5 mine systems generated on top of one another making them vast and very messy with complicated designs of wood blocks and fence posts. I was going to raise this myself but found this when checking before I logged it. I suspect the same thing with cave systems in general because they cover such huge areas now making the game extremely laggy above ground over those chunks.
I was about to log a bug and saw this. I have not seen any skeleton horses spawn or anything hit by lightening for many releases now - probably the beginning of the year about the time that this bug was created. I know that Adrian says that it is working but I have seen nothing, nada, for months and I played a lot when I was bed ridden!
Noticed this as well on iOS 1.2.3. Game starts to lag as so many sheep, cows, pigs, bats, chickens, horses and donkeys areall over the place. They simply don't go away and I have to go around killing them all so the game speeds up. I thought there was a count on spawned mobs so that the game does not run away with itself. I think this is broken!
I was going to create and issue myself because I have found that endermen attack without the player causing them to become so. the player just has to be near the, to make them attack in the latest release 1.2.3
According to a very early post in Sept they said the developers were aware and working on a fix. However, I used to get more than 14 chunks on my old iPad in the good old days (22 I seem to remember) On a brand new iPad today, with no other apps opened, and only Minecraft downloaded I got 6 chunks max. NOT GOOD. It is something to do with Ram management although I still suspect that a lot of memory is being used to collect dump file data to send off to Microsoft in case of a crash. I am getting fed up with whizzy new 'features' e.g. daft new sounds etc. that just use up processing power when all we really want is some long outstanding bugs fixed and be able to render more than a worse than useless 6 chunks. It used to work well and now it doesn't please fix asap....
I too have noticed that placing blocks in crouch mode is now very hit and miss but seems more to do with the required placement location being incorrect. E.g just starting a bridge it would sooner place on blocks near you rather than place on the block you are crouched on - if that makes sense. This must surely be linked to the other problems with breaking blocks in that you can no longer multiple break TNT, vines, crops etc.
I don't think this is fixed either. You can suddenly get attacked by an enderman even if you hadn't seen it at all let alone look at it. Very aggressive even on normal.
Ah... fixed in 1.2.6 - not a released version for iOS..
All of us on iOS are having this trouble. Mine was 22 in the good old days and now we are limited to 6. Microsoft are aware of the problem but seem to be having real difficulty in sorting this out because it used to work well. See
MCPE-24148. This will be marked as a duplicate.As far as I am concerned it has never been corrected on iOS. Yes it may be a duplicate of the original
MCPE-16948or 24653 or 25099 but unless one is marked as reopened rather than resolved nothing will be done and the fault will still exist.I too was having the problem but it seems that 1.2.6 update has reduced spawning significantly - probably too much the other way now as animals rarely spawn in groups more than 1 and far less frequently..
I think it is not over fixing but they had to introduce the 'workaround' of reducing the spawning rate to almost zero because of another fundamental issues that has been introduced i.e. even a relatively normal number of mobs in one place is causing horrendous lag. For example, a normal village with all the villagers going about their normal business will cause everything to slow down. Even the incorrect spawning rate did not have such an effect on the lag.
This does not just apply to the player... it is daft that a minecart with a mob in it, or not, can simply be pushed into a block be it cobblestone, fence etc. ending up with the mob being killed because you cannot break the block with a mob in. Another really annoying 'feature' is that you cannot simply push a cart not on a track onto one. It wobbles, goes backwards if you do get it on the track etc. Even if you place a track underneath the cart it will roll off. The default direction overrides any momentum a player may give it to get it on track so.... you get it on and give it shove and it will simply go in the opposite direction and come off again. Also A non powered rail will also not stop a cart. How do you make these things go in the direction you want and stop when you want it to without manically entering a solid block and killing whatever is in it? I think all the mechanics of minecart need to be looked at
But Helen Angel also said this 13 hrs ago on Reddit.
We fixed these bugs relating to spawning. We THINK this might fix the slime spawning issue but still have the bug open in case it doesn't.
Increased the spawn rate of animals to make them easier to find (JIRA 29536)
Creepers will now stop walking when they are about to explode (JIRA 29454)
Creepers will no longer explode after losing their line of sight of players (JIRA 27212)
Wither Skeletons will once again spawn in Nether fortresses (JIRA 16292)
Animals are now attracted to food if the player is outside of a fenced area or standing inside a Fence block (no JIRA number)
Animals can once again be lured over uneven terrain without losing interest (no JIRA number)
Note the last line about animals being lured over uneven terrain not having a Jira number. Surely it is this one?
Looked this up because I have found the spawn rate for my iron golem farm dropped significantly in 1.2.10 and wondered if anyone else had the same problem...
Mega_Spud... I upgraded to iOS 1.2.11 and it is far slower than 1.2.10. I thought it had finally been sorted but the latest released version is far worse - a retrograde step. I always play single player and usually with wifi off and I have downloaded a RAM cleaner so that I can clear unused RAM before I start. It is glitchy, suffering from more freezes for measurable seconds, as you are digging for example. Using explorer maps has become a bit of a nightmare again with chunks taking a long time to load/render and this is with a small explored world is less than 30mb. So the problem has not been solved. Hope this helps.
Mega Spud.... in addition, the time it takes between the Nether and Overworld is very much longer - so much so it is boring, frustrating and makes game play tedious. May not be connected but 1.2.10 was so much better
This can be closed. I haven't been killed for a long time whilst moving to a new portal in the nether.
Added a new image of the mesa showing 5 earth minshaft centres with absolutely no mineshafts generated along with them. 1.2.11 iOS
Yes, perhaps I should have read the article to find how how it should have worked rather than going on the experiences I had actually playing it for years when it was almost impossible to plant something on unhydrated land and an easy way of removing farmland in villages was to simply remove the water source. Thank you for pointing that out and apologies for me wasting your time. It clearly works as intended now.
I have just downloaded the latest version for iOS, 1.2.15, and the first thing I had to do in my single player survival game was shoot at a monster. I get exactly the same thing as the pictures, a huge bow that fills the left hand side of the screen. If this is a new design 'feature' then a big mistake has been made because it detracts from the game - if a bug then please fix as soon as possible.
Recently installed 1.2.15 iOS.. Removing the ability to split stacks by dragging (you now have the little green bar!) and the bug (because putting in auto swap under certain circumstances must be a serious design flaw) that does not allow a double tap to simply stack to 64 is a serious mistake. I have also noticed that some items e.g. Ladders, will not stack to 64 even if the total is less than 64. It is as though it sees the different stacks of ladders as two separate items. You have to throw one stack and take them up again in order to have all ladders in one stack. Besides all the glitches i.e. bugs, the new 'flow' graphics on moving items and opening and closing chests and crafting table/furnaces etc. makes me feel nauseous - and I am not joking. So - no longer classic UI...
Mega spud... what is the version you tested it on as some of us do not use beta versions and an idea of the release the fix will be on would be nice? I appreciate that it will only be a clue as all fixes may not be released on the next production version. Ta.
Nice video - thank you for that but the new method is awful... splitting into stacks and doing maths to get the number you want is far easier than the green bar method hence one of the reasons I choose to use classic UI instead of pocket. So the Microsoft strategy is to remove the classic UI altogether eventually I suppose. Another bad design decision.
Yes they did change it as this is definitely not the way it worked before and is not as it is described in the wiki ......" If the player icon is smaller than it would be on a normal map, that means the player is a great distance away. When the player is less than 1027 blocks away from the map border, the icon will return to the proper size." Please reopen as a bug...
On version 1.2.15 for iOS it seems a bit random. Cactus and melons don't stack but pumpkins do. Rails don't stack cobbles do. Chests won't stack. Not severe but extremely annoying that this new not-so-classic-any-longer UI was not tested properly prior to release.
Absolutely not fixed for me. Double tapping does nothing for some items - cactus, melon etc etc... others it works. I have to drop the items and pick up again to stack in one slot. This is a duplicate of
MCPE-32347?Could not agree more - Classic UI ruined.
1.2.15 has global resources reset very often now and slows again at night.
Mega spud. It depends on the item but may be the same problem as 32914 anyway. For example rails will not stack properly over 64 and will not combine if less than 64 so I think there is a fundamental flaw in stacking certain items regardless of total. With rails, I can end up with many stacks with different totals and all I can do is swap them (can we get rid of the swapping..?) However, with all the fiddling about I have done it seems that a stack gets an incorrect property associated with it therefore the software does not see two stacks of the same item as identical hence will not add to 64 and will not combine to less than 64. This may be orientation but cactus can have the same problem as well so probably not. BUT... in my testing I dragged a stack of rails over a 'clean' stack and, as if by magic, the rails started behaving again - same as if you you throw them all away and suck them up again they all stack to 64 or the max beautifully. May have some relevance.
Looks as though 1.2.16 has fixed the problems - well I thought so... this update is to report that pumpkins definitely don't stack properly although some items do seem to work better than they did before.
I think there may be two issues here but both location problems. I have found, in my newly created 1.4 iOS world, that the locator icon on the map does not represent my true position and is off by a few blocks e.g. The entire icon may be in water when I am clearly still on land. Therefore the locator may show you at the centre of the treasure cross but you may not actually be where the locator icon shows you on the map - with map held vertically and definitely not if held at an angle. It is a bug, surely, that the locator icon moves and shows a different location depending on the angle of the map as it is now means that locating exact locations using the map alone is impossible even with a map that is not zoomed out. I have not be able to find any buried treasure by either using locate command or the maps.
Added a picture that shows the chest is generated but then gets overwritten as it cannot be found when digging. I have only found buried treasure, off the Red Cross admittedly, when there is air around it never when it is completely buried.
iOS - 1.4.2 and has happened for a few releases now. The minecart will float above the rail whether it is on a rail or not. I keep all my trading villagers in a minecart and they will all eventually end up floating above the rail. Looks really weird but altering an adjacent block will make it hit the rails again. A bug definitely.
This is a really irritating bug. My problems usually are when you have a completed a rail slope and then you need to run a rail alongside. The slope rails will always break and connect to the flat rails. It is as though the slope rails are not designated by the program as being connected.
Affects iOS as well. Very annoying falling off a very high block just because you entered the inventory...
I deleted the Minecraft app in a fit of rage and I cannot do a before and after photo anyway because, of course, I cannot download the previous version. I will try and do something that shows the difference when I have reinstalled it for this bug report.
Photos added. The above water shot shows a lot of the river bed - note the sand on the right. Jump in and you can only just see past the sand on the right - less than 16 blocks. 1.4.1 and 1.4.2 would have allowed me to see much more - almost as much as one sees above ground. This makes looking in and around coral and searching for ruins and shipwrecks almost impossible. I hope this is the bug not a 'correction' for 1.4.1/2 otherwise another leap backwards for minecraft on iOS.
More photos. Managed to find my old seed. 844... the mound in the background was clearly visible from this location in 1.4.1/2 - now cloudy. Photos 841 - coral exploration cloudy and not as pleasing as it before and far less exciting. Just foggy and boring. Swamp allows approx 8 blocks view - to be expected, but blue rivers that were once clear are reduced to about 12. There may have been no code changes per se but somebody has tweaked the visibility data.
The was a radical change between 1.4.1 and 1.4.2 as far as I could tell. I was at a monument in 1.4.1 and the amount of fish that were killed by the guardians meant I picked up a lot of fish and bones - a great source. I was at a monument in 1.4.2 and the results were almost nil.. very few guardians to kill the fish - which may have also had their spawn rate reduced. So you are not wrong..
Mega spud.. thank you for that but I am on iOS which means I have a choice of 5 or 6 chunks render distance... makes no difference. This is one of the reasons we got the free game - to make up for the fact that we have been waiting ages for the render to distance to be something useful - like we used to have. I always have to play without wifi and I reset the RAM before I start Minecraft because it is unplayable if I don't. I am fully aware of the difficulties that the the developers seem to have with memory handling. To make it absolutely clear - playing happily on 1.4.2 and without changing any settings installed 1.4.3 on top - visibility underwater gone with rivers that used to be perfectly clear now foggy and the coral reefs also with restricted view. Rain also has less visibility than before. So, as nothing else has changed, the only variable is the software version. Whether a properly version controlled software code or data change release, or not, I do not know. If, as you suspect, yet another memory problem then again, something must have changed in the software to affect it as nothing else has altered. I suspect that the visibility is now set to what it should have been in the first release and 1.4.1/2 had the error i.e. what should have been there in 1.4.1/2 has now been released/activated properly but having had clear visibility in some circumstances underwater it is a real pain having it taken away!
The farming range definitely altered from the old mcpe to the new although a farmer will now farm if not near a village, which they did not do at one point. However, the area that the farmers will farm was very definitely a set area within a village in 1.4.1. regardless of how many farmers or farmland was available and probably the limit for 1 farmer. I'll do a test to see if it has changed in 1.4.2 and post the results.
Mega spud - is this works as intended, as the other comment stated rather than cannot reproduce? I could find nothing nothing on the wiki that says it does not apply to guardians. I don't know if it was fixed but I can test it.
Looking at this, I think the solution to stop villagers wandering too far away from the village has restricted their movement to a certain distance (probably too small an area) from the village centre hence farmers can only farm that land. With ref to pictures, I created a large area of farmland and 4 very helpful farmers planted the carrots and either used the ones I gave them or harvested the ones that had already grown. I then created 4 houses with a farmer locked in each until the carrots had all grown - with the help of bonemeal. I then let the farmers out and they started farming - but also breeding although with 4 farmers and 8 doors this was above the threshold of 1/3 of the doors - but I digress. As it was too slow I added some more farmers and villagers. Another picture clearly shows the restricted area where the farmers were farming and the area outside where they were not (the empty patch in one of them is a rendering bug which I think is already logged) I then took the houses away and the villagers started wandering outside the old village circle and hence the farmers could farm in their new location. If you expand the village the same circular area of free movement simply moves to the new village centre (experience - not demonstrated here) and does not expand therefore even if you create a huge village the villagers will not occupy or move any further than the restricted area. For example, using the new kingdom free game even if you spawn villagers they will never populate any more then a few houses - bit boring.. So, there was a change, it can easily be reproduced, it is not mentioned in the wiki, and is a result of a fix to another issue but far too restrictive in my view. Solution - expand the allowable village movement area to something more sensible because quite small for even this tiny village. I did not comment on this before because I thought it was being either worked on or waiting for developers. Why this does not cause angst with other players is a mystery but perhaps they don't like villages except to plunder!
The water ones have been marked as duplicates of this one so are being treated as the same problem by the powers that be although on my iOS the continual break block instead of direction problem has only occurred since the water update - along with other touch control issues e.g. Having to click the 'up' button to go faster in creative flying. Never had to do that before as the normal sprint action worked.
Duplicate of 21873 where it is stated that the developers said this is unintended behaviour?
Was fixed at one point but 1.4.2 seriously bad because it has such memory issues - you can sometimes wait ages now for the blocks placed to render but considering I now get a wait bar when trying to open a chest this memory problem is minor. Not resolved but just another memory/performance issue.
Thank you Auldrick. I was referring to another comment about 'the issue with water being a separate issue'. All I am saying is that the addition of the different movements in water i.e. Swimming, seems to be at the cause of my problem because the continual breaking of blocks only seems to happens in or around any water. Yes - the additional comment of another control not working the same way as before should not have been put on this fault.
Tried this and invisibility definitely does not work with guardians. In creative found a monument and a guardian, who just had a look, took a potion of water breathing and invisibility and swapped to survival - the guardian then 'had a go'. Picture added.. Third person view to show there was no armour or anything in the hand. Yes - got killed!
See also
MCPE-22724that was closed as cannot reproduce.. I will add the picture that shows that with potion of invisibility you will still get slaughtered by a guardian. Third person view to prove there was no armour or anything in the hands.MCPE-22724should have the status changed as duplicate of this one not cannot be reproduced.Not only does trading stop you from doing multiple trades at once it also loses trades if you accidentally put the trade in a complete stack. If this situation happens then you lose the trade and the traded item. Bug. The trade nor trades item should be lost but the trade should not complete at all.
Yes, this is very annoying but not limited to carrots. Mine do it with any trade. There was a much older bug that had villagers throwing veg indiscriminately and perhaps linked with that as a complete solution might not have been found. Mind you, it is great to stand in amongst the group and pick up some free veg as I think the fault lies with the veg somehow being created during this process and nothing to do with how much they actually had to share in the first place.
Mega spud no. You could keep multi tapping A and the number of emeralds would increase thus allowing you to put more than one in a stack at a time e.g. A stack of 64 wheat with a trade of 15 would mean that you could tap four times, have four emeralds on the right hand side and you could put all four emeralds in a stack. Now you have to tap, move the emerald, tap, move the emerald etc. so slows it all down considerably.
If this was the result of design changes I would still consider it a bug because design changes are supposed to enhance not deteriorate current usage. If your intention is to get rid of either the pocket or the classic then please inform the users now and take the best of both (the smaller screen on the classic rather than the pocket that obliterates what you are doing) As much as the the responses say on
MCPE-30516that you can still split stacks by dragging you cannot, or rather, not as effectively as before. For example, dragging a stack of paper around a map to zoom it now usually ends up with the slot you are dragging being emptied as it drags around and fills the other 7. You then have to split another stack to compete the 8. I will raise this as a separate bug if you like but all is still not well with the redesigned ui and functionality is not as good as it was.Mega spud - see comments added by another user on 34737 who also confirms that multi trading is no longer available.
Good. So I am not the only one then. Yes, sometimes the emerald is not offered unless you replace the stack to trade. You might have 64 somethings to trade but the emerald is greyed out and nothing will happen.
MCPE-22724needs to have the closure reason changed from could not reproduce to works as intended.Still happening on 1.4.2. Seemed to go away in 1.4.1 but returned but not to the same extent. I get fed up having to go around killing the mobs to speed the game up.
This should be closed as working as intended... thanks for the help
Mega spud.. this another that has been closed prematurely. Possibly should be linked to the later bugs re memory especially near water but should not be closed as cannot be reproduced. Probably fixed at one time but memory issues is causing it to happen again.
As a note to the photos, if you take the house away the farmers will farm the whole area with no restrictions.
Any update on this issue? Is it being fixed?
Thank you.
Auldrick. I raised this new call because another much older issue
MCPE-21537had been closed as cannot be reproduced simply because it was old and had been ignored. Therefore, yes, this has been the case for at least a year. I also note, and stated, that it might be a fault with the wiki but..... this new farming range (and I stated on the other call that the range area just moves not expands) is very limiting because the farmers won't even touch a lot of the farms in generated villages, in templates that have large villages/towns it is impossible to populate them as all the villagers huddle in a group (because of the bug that causing ceaseless trading of food) and all try and use one or two houses to cram into at night leaving others empty because they too are restricted to a small area. I appreciate that there have to be limits but 16 minimum for farming and villager movement means that villages, per se, are a thing of the past. design bug in my view.@Doubletoad74 Actually, no it hasn't. This is first version of bedrock that has allowed you to come out of creep if you go into the inventory.
Jeffrey, there is an offset whichever way you hold it. This fault has been introduced recently.
Another update and still not fixed. Any update on this please?
Minecart s were improving. Now with the second aquatic update it Is though it has been built on old code. Impossible to stop a minecart, minecart s not stopping when they should and going through blocks they shouldn't. A real backward step.
iOS 10. Been happening for while. OK when you first start the playing but disappears after playing for a short while.
I have seen another report on this - only I cannot find it! That report did contain facts and figures on the reduction of ores since the aquatic update - diamonds and iron especially
I have found this when placing seeds. You can plant, for example, 8 and 5 will disappear. Happens very quickly. Also chopping trees. You can chop 2 or 3, the blocks disappear then appear again. In fact there is quite a lot of weird stuff happening with placing and removing blocks appearing and disappearing randomly or thinking you are breaking 1 and 2 break. Rendering/memory not keeping up with the user?
All I can say is I am fed up with the number of dolphins that seem to keep spawning and hang around making it very difficult - and tedious, to do anything underwater without them getting in the way. Please go back to the despawning rules.
Auldrick. You are absolutely right on one score but I would say don't just assume the issue cannot be reproduced just because no-one from Mojang side commented on the call or no other players made a comment. This time I voted for it, started viewing it and was waiting for a response but it was then just closed with no opportunity to say whether the issue still exists.More than one call I was viewing and waiting for an answer on has been closed recently as cannot reproduce when the issue clearly still exists. Therefore, new issues for the same original problem had to be opened. If anyone analyses the stats then the answers are not accurate as 2 calls had been opened for the same issue because one was prematurely closed. On older calls cannot the status be set to awaiting response first and if no response within a certain time scale then set to cannot reproduce or another, more appropriate, closure reason? That way the people who are interested can update the issue and the issue properly kept open, or closed with possibly a more appropriate closure reason, as the case may be.
Too many dolphins seems to be my only issue with overspawing these days.
Agreed. Rain slows/freezes my game as well - especially when it is at night.
iOS Aquatic update 2. I cannot get villagers to stop breeding! Before, if they couldn't move - in a minecart or boat, the process stopped. Now they seem to be able to breed whether they are wandering around or not. I have a trading hall that always has hearts coming from the villagers. Very annoying and must be impacting the performance but, more importantly, makes it almost impossible to trap the little ones!
@MD - tried the Barry White thing but the village is the golem farm that is at least 11 blocks above them so according to the original rules they should be behaving themselves and should not be breeding stuck in minecart. Something very strange has happened to the village count/mechanics/cap.
The latest Aquatic update has made it even more confusing as villagers now float in the cart as well as the cart floating. Picture added of my partially constructed trading hall and golem farm with both versions of floating displayed.
I have made comments on the peculiar way rails and minecart with villagers in behave on a few reports now but nothing has changed and was thinking of opening yet another when I saw this one. General minecart behaviour got better a couple of releases ago but the latest Aquatic update has made working with villagers in minecarts really frustrating. It is almost impossible for the player to stop a minecart with a villager in, you can push a villager along a track only for it to go into reverse when it comes to a corner, if there are many villagers in minecarts going along a track they can all become bunched and jammed at a corner and the only way to stop it is to break the minecarts, pushing them onto a track is difficult because they just wiggle about and won't move, if you do manage it, regardless of the direction you have pushed them in, they will choose their own direction by turning quite arbitrarily and coming back at you at speed, baby villagers seem to have superhuman strength and can manoeuvre a minecart very easily hence pushing them into solid blocks and killing the villagers inside (why a minecart is allowed to go into a solid block or fence does not make sense) Something I had noticed was that if you press the trade button the minecart will behave but as soon as you close the trade screen the minecart takes on a mind of its own again. I will probably get told off for putting a long list of complaints on a bug report but I am confirming that you cannot stop a minecart by either putting a block in front of it, an unpowered rail, which I thought was supposed to stop something dead in it's tracks, and carts will just go straight through a player. Is minecart behaviour something that the developers know about and are working on to get back to what it used to be?
I agree with ProfessorValko. Touch screen is buggy. I suddenly was looking down when trying to fight a blaze. Trouble was I could not move from that position and was killed. It is though the touch areas for direction are out of kilter.
Bemoty. It is not hate but sheer frustration that you update to a bug release only to find you can no longer play the game if you have fancy graphics or beautiful skies switched on. If you do have these on you cannot play the game because the screen is glitchy, the rendering and chunk loading is extremely slow. If you switch the options off then you have to reload the game to ensure some sort of smooth gameplay. My render distance is down to 4 chunks unless I travel the 6 chunks to load it so it will render from my home position.
So not hate - but a real criticism of the release mechanism and test strategy that allows such a release.
I will raise another issue to complain about the extremely poor performance on this release.
Oops. I added another issue. I can only play if you switch fancy graphics and beautiful skies off - which detracts from the game but at least you can move about.
I had to switch off anything that increases rendering e.g. Fancy graphics, beautiful skies, smooth lighting etc. I can play but the experience is not as good. Awful, awful update with some new features removed, so many new bugs and the reappearance of some old ones!
Deleted 1.6.0 but my purchased apps fortunately had 1.5.3 so reinstalled that and I can play again. Shame I had to lose all my games but 1.6.0 unplayable and I was fed up with having to switch off fancy graphics, beautiful skies etc just to stop the screen jitters.
Is there going to be a fix for this?
This is such an irritating bug. Still happening since 1.6.0 on iOS.
Did not see the request for a photo but the colour is exactly the same colour as water therefore you cannot tell the difference between water bottles and awkward water in a chest or inventory. Still happening in 1.6.2.
Rain slowing down the game again... there is rain, and there is rain.. far too heavy in the game because the graphics really affect function and chunk loading.
Haven't seen a phantom at all regardless of how long I stay awake. For that matter I haven't seen a skeleton horse since about version 1.1!
As I have just put on another issue I have never seen a phantom regardless of how long I stay awake and I haven't seen a skeleton horse spawn for about 2 years. I just assumed it was the general slowing down of iOS and the fact that we can only see 6 chunks away and just 4 chunks with actual activity plus that mobs tend to remain in the 7 th chunk loop hence putting up the mob count and stopping spawning.
Multi trading seems to have been fixed. You can tap away and the emeralds end up straight in your inventory speeding up the whole process again..
I don't understand the logic of this new trading/profession system. If they claim a block, e.g. Grinder and become a weapon smith, you can take it to the highest tier, in this case axe, but when you introduce farmland it will suddenly relinquish the grinder and become a farmer. The difficulty here is that it retains all of its old trades so you have weapon smith wandering around dressed as a farmer - doesn't make sense! But that is what Wiki says! The opposite is also true. A fully fledged farmer can suddenly become something else but retain all the old farm trades. So I have a tool smith wandering around but will only trade food. So the premise that it changes profession isn't really true - they change cloths and retain all the trades that you have previously made with the villager. I have finally found a use for name tags! Oh, and farmers don't really farm so all my automated farms are broken too. Hope they sort this out because it is mind blowing and wastes a heck of a lot of time!
Don't think it is the new texture pack causing lagging but the introduction of the new profession blocks ready for 1.11. But... some of the new textures are simply awful. Old nether rack please and when did paper have fluffy edges? On some, in the inventory or chests, you can hardly tell the difference between gravel, smooth stone and diorite. This is a design fault because it causes issues. I have to check the text each time so you have made it more difficult for the user. I would have thought useability, like performance, was a software requirement.
I have also tried the experimental version, I have logged my issued with profession changing on another issue but.... I expect the problem I have experienced with farming is because of the implementation in 1.10 of some the code ready for the new professions in 1.11. (And the lag on inventories?)
Back to the experimental version, basically farming is broken... they will sow when you harvest but will they harvest? Only a small amount and when the mood takes them. This applies to both carrots and potatoes in experimental. So all automatic games will be broken in 1.11 and it will be back to the user having to do it all because the farmers don't seem to be?
This was resolved in 1.9? Working fine at the moment.
Plus.... if there is a farmer nearby unused farmland and the farmer cannot get to it or it does not have enough food in its stack to plant, then there are severe lag issues and everything slows down to an almost standstill. These lag issues disappear when the farmland has been fully planted up. This was introduced in about 1.8 but is still apparent in 1.10 and the latest experimental version.
Mine carts are still impossible to start and stop as per comment above. Affects 1.10. Seems to be an improvement with them not being pushed into solid blocks but will re test this..
I haven't ever seen a phantom spawn on iOS and skeleton horses either spawning or appearing during thunderstorms disappeared in about release 1.1 never to be seen again in the past 2 or more years. Perhaps there is an underlying issue with spawning general.
This is definitely broken in iOS. Prior to this latest release you could stop a spawner from working if you placed a torch on the spawner itself. I have come across a new spawner in a new world on the latest release and regardless of how many torches you place in or around the spawner area (yes the whole radius) the mob still spawns therefore no way of switching it off...
Yes, this has definitely been broken between the iOS 1.10 and the 1.11 release. On 1.11 you can fill the whole spawner with torches and the mobs still spawn. I have never had to place a torch on every face of the spawner to stop the spawns in previous release on iOS. A single torch on one face would do it!
A duplicate of
MCPE-45335?Nope a duplicate of
MCPE-42427known bug. You have to light the area to above 11 to get the spawner to stop.Just discovered it is a known bug Therefore this is a duplicate of
MCPE-42427known bug. You have to light the area to above 11 to get the spawner to stop - evidently.Update for latest 1.11 release for iOS.
I was expecting the farming range to be as bad as per the comment above but in 1.11 it turns out that beetroot farming works perfectly, potatoes aren't farmed and the carrot farming range is still small. I haven't tried wheat but it is definitely crop related. Note all the farmer traded the crop that they were farming.
They seem to ignore all the rules of spawning! On glass, half slabs, below ground level (2 blocks below and in water once), on, or through beds, they have always spawned the block below farm land. Very, very annoying and I gave up trying to make an iron farm. Was going to raise this bug myself before I spotted this...
There has has been a change on iOS. Previously I was seeing patrols regularly and within the village boundary. With the lastest update they are extremely rare with just one sighting in the distance after many, many games days on hard mode.
This might be a duplicate of
MCPE-41886They seem to ignore all the rules of spawning now. On glass, half slabs, in glass on top of a lower half slab below ground level (2 blocks below and in water once), on, or through beds, they have always spawned the block below farm land. Very, very annoying and I gave up trying to make an iron farm on 1.11
Iron golems will try and get you from more than 20 blocks away if you dare to accidentally hit a villager but hostile mobs they almost ignore - they just amble around without a care in the world. There was a time that they would actively chase but not in 1.11 release. A noticeable change/bug.
Another comment on lag. Why does farmland inaccessible to farmers cause so much lag? Remove the farmland game becomes playable again.
Eyeth if it has been wound down to rare then fair enough.. would they release that info in the release notes as a data change?
Still no comment by the owners that be on this one... potato farming on iOS is non existent. They may plant them if they can be bothered but they will not harvest them.
Not sure yet because still testing, but beetroot farmers used to throw away excess seed as well therefore not filling their inventory seems not now. Shame.
Auldrick, As I said on MCPE 44268, which was raised prior to this one but now closed as a duplicate of this one, the beetroot farmer will farm beautifully, the carrot farmer will stop (a change recently because those used to farm well too) but the potato farmer does nothing except maybe plant a few if you do the harvesting for them.
I always and deliberately create new famers to ensure they have never had access to corn/bread but they still will not farm properly. Either this is a different problem or the fact that only the beetroot farmer will do the job is an iOS issue only.
Please can I emphasise that your workaround does not work for iOS.
Thank you Auldrick..
Re comment above on beetroot farmers. They used to throw excess seed away to the hungry villager but now seem to harvest and plant beautifully, even if no space in their inventory, leaving all excess beetroot and seeds lying around on the ground. Shame the carrot and potato farmers don't do this because one could use the minecart underneath the soil trick to collect the harvest like you used to be able to do for wheat farmers if you filled all their stacks with seed.
I also thought that perhaps my method for throwing food to a hungry villager was at fault and perhaps they got full themselves. However a change to a newly bred, starving, villager would not inspire the lazy potato/carrot farmers.
Farmers will also stare longingly at seed in the next field, rather than do their job, even if the seed is the other side of an opaque block. Surely this isn't right either?
Well that explains some of the behaviours. Thank you.
#1 Carrot farmers also stop now. Not as bad a potato farmers but not as good as the excellent beetroot farmers so what is the difference in threshold with beetroot as nothing seems to stop them doing their job? Also, once a villager has its want_amount how often does this change i.e. Once full, always full or does the want_amount change over time? Is this functioning properly? What are the want_amounts for each veg type, including beetroot?
Being iOS I don't have access to all the trickery for me to check inventories etc. I can only refer back to games that I have played where once I had three farms where the carrot and beetroot farmers did well, even finding beetroot seeds in the collection chests but few, if any, potatoes (first pillager update)
That has since moved on to the last three farms (since deleted unfortunately) where I had to harvest the fields for the carrots and potatoes and let the farmers re-sow (albeit slowly) while the beetroot farmers carried on doing his job but.... once full, leaves all harvested beetroot and seed on the ground, which is far better than just standing around looking vacant or staring at seeds out of sight and out of reach.
I will try to recreate to post screen shots.
#2 I appreciate working hours, too short for farmers in my view as they seem to spend too much time standing at their stations rather than working, but I think my main concern is the difference between the veg type farmers in ability to harvest and share food.
#3 and #4 nothing to add at the moment, agreed.
#5 as I said in #1 I will try to recreate a beetroot farm because the game I have just deleted, unfortunately, had beetroot seed and beetroots dropped all over the place therefore I disagree with this one but changes in the last release may have altered the behaviour. It may take me a few days though...
#6 absolutely right... except. The game will slow right down when there is unfarmed land and the farmers are trying to get it farmed. I have complained about this on another ticket before and will try and find it. When a farmer is standing right next to land that needs sowing or harvesting it seems a bit illogical for it to fixate on land it cannot get to when it should be farming the nearest and most easily accessible land. To me, this is a bug in the mechanics. I will try and get a shot of a farmer standing in a field ready to be harvested but all it does is stand, staring at opaque blocks at a beetroot seed the other side of a wall.
MCPE-45595the ticket where I noted the lag caused by farmland.I had completed some testing for you before I saw this post (took me most of the day - I have housework to do!) but thought I would still post to give you more evidence. Thank you for the data, I will study that now.
Farming experiment
1 Set up 3 farms (carrot, beetroot and potato) by giving each spawned farmer 1 stack of the relevant veg. 2 villagers were also spawned and placed such that 2 of the farmers could feed them.
Each farmer harvested the fully grown veg and sowed veg until the field was full.
Result - carrot and beetroot farmers fed the villagers they had access to. However, the carrot farmer only harvested a small part of the field in, what looked like, an arc from the villager.
The beetroot farmer harvested its whole field.
Potato farmer did absolutely nothing. Wandered about but neither harvested nor fed a villager.
2 Added 2 more villagers to give the carrot and potato farmers additional opportunities to feed. The carrot farmer farmed slightly more of its field nearer to the new villager. Potato farmer did nothing.
Overall result was that the beetroot farmer threw away almost twice as much as the carrot farmer (plus 32 seeds) but the potato farmer produced nothing.
3 Removed the hungry villagers and let the farmers carry on.
Beetroot farmer continued to harvest his whole field leaving any excess seeds and beetroot on the field. Carrot farmer stopped harvesting and both the carrot farmer and the potato farmer just became fixated with the seeds in the next field. They slept but missed out working at their station - they just stood transfixed.
4 Added a wheat farmer who sowed its entire field and kept on farming just like the beetroot farmer. I probably should have left this phase continue for longer, on reflection, to see what happened when the wheat farmer's inventory was full.
5 Added newly spawned hungry villagers.
The wheat farmer immediately deposited 56 bread but then slowed right down no longer harvesting the whole of the field. Deposited just a few more loaves and 1 and a bit stacks of seed.
Carrot farmer started harvesting and feeding but in low amounts.
Potato farmer did absolutely nothing.
Beetroot farmer just continued correctly harvesting and feeding the villagers.
6 Removed the hungry villagers. All stopped working except the beetroot farmer.
Conclusion
Clearly different veg farmers work in different ways. Can it be fixed so that they all behave like the beetroot farmer because automatic farming is a thing of the past?
I no longer grow veg for trading. Once the farmers have got to the stage of trading melons and pumpkins I no longer grow any veg at all as the return are no good.
Looking at the figures, and remembering how many seeds the beetroot farmer used to throw away, I think there is a problem with the discarding of beetroot seeds whereas the wheat farmer seed discard seems to be working although bread discards may not be. i.e. More wheat seeds discards than bread (I appreciate bread takes up 3 wheat) and not a comparable amount of beetroot seeds are discarded compared with the veg itself. Many more wheat seeds discarded than beetroot seeds which is odd given the beetroot farmer had been farming for far longer than the wheat farmer had.
Checked the wiki and there is no mention of peasant vs non-peasant so I assume you mean a villager with a trade vs those without? For info all my experiments were done with Fletchers as the hungry villager therefore classed as non-peasants? Re seeds then, and as wheat and beetroot seeds are wanted in the same quantities, my observation is that wheat seeds are given far more freely than beetroot seeds - and I think we agree on all the rest. Note the farming arc of the carrot farmer though - why? (Rhetorical!) I shall leave it with the experts now as I think we have covered almost every aspect of the discrepancies in farming mechanics at the moment and I look forward to the redesign/fix.
Always happy to help.. so I did have a peasant, who likes seeds, so it should have lots of beetroot and wheat seeds. Plus, if the rules are that it would take wheat why was only bread thrown to the fletcher - unless the fletcher was not being treated as a peasant. Sorry I missed your peasant/non-peasant text.
Re the arc and the carrot farmer then shouldn't the beetroot farmer have done the same thing and it doesn't explain the fixation with seeds, to the exclusion of farming etc, either? That really is an issue but it does confirm that farming mechanics need a bit of sorting out.
I think I'll try with with different trades to see if there is any change in behaviour in being fed. Bet you there will be and not along the peasant/non-peasant definition.. gives me something to do...
The questions are for you to ponder on. I don't necessarily need a reply because I don't want to take up valuable time and I will report back on different hunger rates for different trades over the next few days.
Re fixation. Yes they stop farming and they will not go to their workstation but they will sleep. A few other tickets mention this because even normal villages will just stand and stare at food they cannot reach. Definitely needs someone to test this out properly.
Re arc. If the farming is going to be so restricted it is definitely goodbye to any form of automatic farming because the returns would be so low for any useful trades for emeralds - unless you have about 5 or more hungry villagers for 1 carrot farmer for a field of quite a small size that I have tested.
As we know already, potato farming is definitely broken because they flatly refuse to harvest in a fully grown field and will not give anything away, and the wheat farmer stops quite soon as well - I presume when its inventory is full, so broken as well.
Automatic farming is really only for beetroot, but not beetroot seeds, at the moment.
I did try testing which villagers are given which foods but had to give up because of the above so a thorough waste of time.
What I did try was to create a huge field with the 4 types of veg farmers in each corner just to test how far they would farm away from their work station. Carrot, wheat and potato harvested anything that grew for replanting and kept on going as long as there was empty farmland.
Interestingly, the beetroot farmer stayed within a reasonable radius of the workstation - regardless of empty farmland and very reminiscent of the old farming radius for farmers, and also came to the point of harvesting and leaving beetroot and seeds on the ground. Correct in my view - others wrong/faulty.
You say that crop yield/farming radius will be managed, because we agree that it isn't at the moment, by the want and surplus values but why has this been implemented?
The only benefit I can see is that some villagers can now collect seed but if automatic farming is essentially removed because of poor crop yields due to want/surplus values etc. then what would be the point of going to the bother of setting up automatic collection for a few seeds and veg? Far easier and quicker to farm it yourself in that case.
So, it will be interesting to see what the fix finally looks like. Automatic farming completely gone or not....?
See
MCPE-44268See https://bugs.mojang.com/browse/MCPE-44268
May I suggest someone also looks at
MCPE-36495. The harvesting aspect ofMCPE-42549was ignored (difficult when there are multiple faults logged on a single ticket - a bad habit I have too!) This shows that farming mechanics have been buggy for sometime and an update toMCPE-47936suggests that it just isn't an iOS issue.I agree.. cane growth rates are so painfully slow so you end up having to have huge fields of the stuff just to be able to do initial trading with librarians. I try to make full use of composers and, hopefully, a skeleton spawner and use bonemeal whenever I can.
There are bugs in farming mechanics that Mojang have just acknowledged. See
MCPE-44268You can push a minecart with a villager in it and you expect it to stop when it reaches a fence post, for example. But no, it bumps into it and then travels faster in the opposite direction than it was when when it hit it. With the added bug that means you cannot stop a minecart by standing in its way you end up chasing it down the track. Adding a comment to ensure that it looked at rather than closed. Are minecart mechanics under review hence current issues are being overlooked?
Adding a comment to make sure this call is not closed. This is still an issue.
More likely a duplicate of
MCPE-21856.Re arc, or part of the circle, implies that the carrot farmer will harvest around the hungry villager only and I suppose now because it will only harvest so little at a time then of course the harvested area would be the shortest distance around the villager hence a circle.
This makes sense if the whole idea of farming now means that their sole purpose is just to feed villagers but why on earth would Mojang want to break every single automatic farm out there in Minecraft land?
Also, as we know, the wheat farmer will stop harvesting because he probably has more that 3 bread in his inventory, the potato farmer won't do anything, the carrot farmer is probably working to the new rules that means automatic farming is extinct and the beetroot farmer does his thing but... the other main difference, shown in my second experiment, is that the beetroot farmer will only farm within a certain radius of his workstation. All the others will continue planting but won't harvest.
So when you say they didn't implement it properly.....
As far as pathfinding is concerned, trying to get to out of reach empty farmland definitely causes lag but staring at seed they cannot reach doesn't seem to. I really appreciate you investigating that.
However, I expect that very few players would be even bothered if the villagers fed themselves, or the mechanism behind it, because you would usually set up trading halls and if you need more villagers you harvest the village food yourself and just throw it at them. Anything else going on in the background in the village has little effect on the player - just the removal of automatic farming.
Thank you
Please see
MCPE-44268and MCPE- 47166 . At last a fault has been admitted.New farming rules, not implemented properly as yet, does seem to mean that potato farmers will not farm or feed hungry villagers. Beetroot works well, wheat/bread doesn't work and carrot farmers will feed a measly amount to a hungry villager.
Awaiting a fix and hoping this isn't the end to automatic farms.
Yes, won't run at all after latest update. Deleted app and reinstalled but crashes out before the main menu.
Mine crashed but I was able to reload the earlier version from my 'purchased items'. I don't know how long the earlier version would be available in purchased items for - until the next iCloud backup? Anyway, that is how I resolved it while waiting for for the fix. You would have thought installation onto the various platforms was a standard test prior to release of the product - clearly not, and now so many people have ruined games....
I wish I hadn’t downloaded the hot fix. Crashes ALL the time. Started a new world because I decided to download a clean version and start again hoping that would help but no. Haven’t even built a base and yet I cannot get further than just exploring a temple approx 1000 x 1000 from spawn. IOS on a brand new iPad. So frustrating.