Design: potato_noir "Cheap + Powerful Gold Farm (Java 1.21+)" — llamagro design, aggression toward a single llama, 12 spawning platforms from y131 to y178 (2 blocks apart), kill chamber / AFK spot at y248.
Summary: On 26.3, zombified piglins on all 12 platforms walk a few steps, stop, then start again, instead of running continuously toward the shaft. The same world, unchanged, runs smoothly on 1.21.11. The same stall is also observed in other mob/entity-based farms — iron golem farms, froglight farms, and magma cube farms included — whenever the player AFKs beyond the new behavior-activation distance. This is not specific to this one design; it affects entity-based farms generally.
Video attached: shows the behavior directly —
- Piglins in the drop shaft descend in bunched clusters, in stages with pauses, instead of free-falling to the collection point at the bottom.
- Piglins on a platform stand grouped around the center structure, milling in place instead of streaming toward the drop.
The farm still produces output, but at a fraction of its 1.21.11 rate.
Already verified (not a broken farm):
- Llama present; caller piglins present and angry.
- All boat piglins in the shaft still loaded.
- Stepping occurs on all 12 layers, not just lower layers.
- Player is AFK in the Nether at y248 (70 blocks above the top layer, 117 above the bottom).
Expected: angry piglins run continuously toward the llama/shaft, as on 1.21.11.
Actual on 26.3: walk-stop-walk on every layer, and staged, stalling descent in the shaft.
Cause confirmed by perch test: standing within ~30 blocks of the platforms restores continuous, correct movement on 26.3. From the AFK spot at y248 (70–117 blocks away), movement stalls as shown in the video. This matches the 26.3 change in which persistent mobs' random walk/swim behaviors deactivate when players are not nearby — except here it also breaks an aggro-driven farm that worked at this distance on 1.21.11.
Steps to reproduce: load the same world/design on 1.21.11 and on 26.3, AFK at y248, and compare piglin movement on the platforms.
Additional videos attached (same regression, other entity farms):
- Iron golem farm (1 clip, player standing at the farm): golems spawn, walk off the platform, drop the chute, and die in the lava blades on a normal cadence. Pathing mechanics are fully normal when the player is at the farm. This is the control case: the farms in this report work with the player nearby and stall only from a distant AFK spot. All distance-based (remote-AFK) entity farms are broken in 26.3.
- Guardian farm (2 clips): guardians stall on the spawning platform between flops. Several sit against the back wall or mid-platform for many seconds at a time, creeping a block or two instead of clearing into the portal channels, so the platform accumulates guardians instead of flushing them.
- Magma cube farm (1 clip): magma cubes aggro'd on the player freeze for seconds between hops while chasing, instead of hopping continuously toward him.
- Frogs / froglight setup (1 clip): frogs standing next to the player while he holds magma cream sit almost completely motionless for the full clip — only sporadic single hops. The follow/tempt behavior barely fires, so frogs that won't move won't hunt magma cubes on schedule either.
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