Summary by @unknown
Since the 1.2.3 update, many players across all platforms are experiencing moderate to severe lag when they approach certain areas in their worlds. Two of the most common locations mentioned are near villages (this ticket) and near passive mobs (MCPE-28028). Experiments have shown that such lag can be caused when a mob is unable to find a path to a player or villager, and that the degree of lag is correlated with the number of mobs that cannot find a path. Since mobs occur throughout a world, often engage in pathfinding, tend to cluster together when targeting the same player, and in the case of hostile mobs may be in shallow caves and not visible to the player, this pathfinding problem can potentially explain any report of lag where this cause hasn't been specifically excluded. Consequently, for the present time all new reports of lag will be considered duplicates of one of these tickets unless the reporter provides convincing evidence of a different cause.
Original description:
after the 1.2.3 update.
When the night arrives, it is impossible to walk in and near the Village, the game is slow at night and only returns to normal when day falls.
This did not happen in previous versions!
The Lag only happens near the Village, at night.
When you leave town at night, the LAG disappears.
Linked issues
is duplicated by 19
relates to 2
Attachments
Comments 56

I am having the same issue. Only occurs at night, and only when I'm in a village. I have been working around this by sleeping as soon as allowed.
I am having the same issue. Only occurs at night, and only when I'm in a village. I have been working around this by sleeping as soon as allowed.
Doesn't need to be in a village. Can recreate the problem with a field of pigs inside a fence lit with torches. The problem is only at night.
Doesn't need to be in a village. Can recreate the problem with a field of pigs inside a fence lit with torches. The problem is only at night.
I have been experiencing this on the Xbox One. If I go near the animals it lags. If one of us is hit by an Iton Golum it lags. When itbecomes night time it lags to the point the game becomes unplayable. For me the game has been ruined. I hope they resolve this issue. Every issue I have seen reported of this has so far been amended to resolved because of a duplicate. However I’ve not seen anything any where that says this is actually being looked at with a plan for it to be fixed.
I have been experiencing this on the Xbox One. If I go near the animals it lags. If one of us is hit by an Iton Golum it lags. When itbecomes night time it lags to the point the game becomes unplayable. For me the game has been ruined. I hope they resolve this issue. Every issue I have seen reported of this has so far been amended to resolved because of a duplicate. However I’ve not seen anything any where that says this is actually being looked at with a plan for it to be fixed.
This bug has been reported to our internal bug tracker for further testing and a fix. It is scheduled to be fixed in an upcoming update (no specific date can be provided).
This bug has been reported to our internal bug tracker for further testing and a fix. It is scheduled to be fixed in an upcoming update (no specific date can be provided).
Thank you. Is there a place we can make suggestions rather than problems. I’d like to request we have the old crafting system back on Xbox one?
Thank you. Is there a place we can make suggestions rather than problems. I’d like to request we have the old crafting system back on Xbox one?
@@unknown - Yes! 🙂 For suggestions, please visit the Minecraft Feedback Site.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Feedback – 📖 Game Wiki
@@unknown - Yes! 🙂 For suggestions, please visit the Minecraft Feedback Site.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Feedback – 📖 Game Wiki
im also having insane drops in frame rate in a new survival world on xbox one.
if a golem spawns outside my (small) iron farm it drops to about 10 fps. if 2 spawn outside it drops to about 5 and below. if 3 spawn outside it drops to a maximum of 1 fps. however, it only drops frames if any golem is standing still.
slimes also affect fps, the biggest ones having the biggest effect but nowhere as severe as 3 golems.
aggro-ing endermen in the end isn't wise since each extra aggro-ed enderman drops the frame rate further and I've had it at about 1 frame per 2 to 3 seconds.
oddly, I've had a bunch of aggro-ed pigment with no drop in frames at all.
im also having insane drops in frame rate in a new survival world on xbox one.
if a golem spawns outside my (small) iron farm it drops to about 10 fps. if 2 spawn outside it drops to about 5 and below. if 3 spawn outside it drops to a maximum of 1 fps. however, it only drops frames if any golem is standing still.
slimes also affect fps, the biggest ones having the biggest effect but nowhere as severe as 3 golems.
aggro-ing endermen in the end isn't wise since each extra aggro-ed enderman drops the frame rate further and I've had it at about 1 frame per 2 to 3 seconds.
oddly, I've had a bunch of aggro-ed pigment with no drop in frames at all.
Observation: Most, if not all, of the triggering conditions for this issue seem to be related to the "target-player" behavior. If animals rushing toward a player holding food are implemented as the same behavior (which seems plausible), the root cause may be the same for this issue and MCPE-28028.
Observation: Most, if not all, of the triggering conditions for this issue seem to be related to the "target-player" behavior. If animals rushing toward a player holding food are implemented as the same behavior (which seems plausible), the root cause may be the same for this issue and MCPE-28028.
Hi joined to report this.
Massive lag as game turns to dusk/night. MC becomes unplayable, I have to use direction keys as screen doesn’t work to try and get to a bed. I can not play at night which is a pain. Once day time all ok. I am in a village, I do have penned animals nearby.
Also when starting the game the world is not loading. Not really a prob but will report in case it’s related.
I have just read some other post and thought I’d mention I do have golems in my village.
Please fix x so I can get back to playing MC with my children x
Michelle
Hi joined to report this.
Massive lag as game turns to dusk/night. MC becomes unplayable, I have to use direction keys as screen doesn’t work to try and get to a bed. I can not play at night which is a pain. Once day time all ok. I am in a village, I do have penned animals nearby.
Also when starting the game the world is not loading. Not really a prob but will report in case it’s related.
I have just read some other post and thought I’d mention I do have golems in my village.
Please fix x so I can get back to playing MC with my children x
Michelle
I also have frame drops with penned cows and seems to be the same as has been mentioned regarding pathfinding. I don't have a problem at night or in villages, other than a little drop when many mobs spawn, but my base isn't located near any villages. my frame drops are primarily in regards to golems, slimes, and aggro-ed enderman even if they can pathfind.
I also have frame drops with penned cows and seems to be the same as has been mentioned regarding pathfinding. I don't have a problem at night or in villages, other than a little drop when many mobs spawn, but my base isn't located near any villages. my frame drops are primarily in regards to golems, slimes, and aggro-ed enderman even if they can pathfind.
I first noticed extreme lag when holding food around wild animals (seems to be related to MCPE-28028). I’ve since created several pens with 3 animals each, which led to more frequent FPS drops (regardless of whether I was holding food). Shortly after that, I created a village near my animal pens and have accumulated enough villagers to spawn 2 iron golems. For now, unless I’m holding a food item that attracts animals, my FPS drop only occurs at the transition from day to night once all villagers begin retreating into houses, and goes back to normal once daytime comes. FPS drop also goes away once I move a certain distance away from my village and animal pens. This seems to be a combination of several issues, but it makes the game extremely unplayable. Running update 1.2.3 on Xbox One, survival mode.
I first noticed extreme lag when holding food around wild animals (seems to be related to MCPE-28028). I’ve since created several pens with 3 animals each, which led to more frequent FPS drops (regardless of whether I was holding food). Shortly after that, I created a village near my animal pens and have accumulated enough villagers to spawn 2 iron golems. For now, unless I’m holding a food item that attracts animals, my FPS drop only occurs at the transition from day to night once all villagers begin retreating into houses, and goes back to normal once daytime comes. FPS drop also goes away once I move a certain distance away from my village and animal pens. This seems to be a combination of several issues, but it makes the game extremely unplayable. Running update 1.2.3 on Xbox One, survival mode.
I’m pretty sure this is a mob pathing bug, as evidence the frame rate inversely correlates with the number of mobs that want to reach somewhere but can’t. Eg farmed animals behind fences and zombies in water or when villagers bunch up at a door and can’t get in or out. If you jump inside the fence the frame rate goes up noticeably for example while the nether has almost no impediments to mob paths that don’t also break line if sight (by default anyway).
I’m pretty sure this is a mob pathing bug, as evidence the frame rate inversely correlates with the number of mobs that want to reach somewhere but can’t. Eg farmed animals behind fences and zombies in water or when villagers bunch up at a door and can’t get in or out. If you jump inside the fence the frame rate goes up noticeably for example while the nether has almost no impediments to mob paths that don’t also break line if sight (by default anyway).
I can confirm that zombies trying to path-find for villagers cause a substantial frame-rate drop when the path to the villager can't be found or is invalid. The framerate drop is especially worse on lower end devices using the following example.
(The general path-find issue seems to be caused when the path-finding can't reach the target)
Details: Superflat. No other mobs or builds are present. Creative so the zombie's don't track the player in this case.
Example 1: Good framerate
[media]
The zombies try to path-find to the villagers the route to the villagers is valid (trapdoors are seen as blocks). The zombie falls through the trapdoor and path-findinding starts again. Tricking the zombie in a valid route.
Example 2: Bad framerate
[media]
The valid path to the villagers is blocked by raising 4 blocks (using a piston) on the staircases the framerate drops substantially in some cases below 5 fps.
No no, I have lags, not only in villagers. After of 1.2.5.13/ Now have very L A G S with 60 FPS and 16 GB of RAM. Open the My ISSUE. This not was duplicate. 😞
No no, I have lags, not only in villagers. After of 1.2.5.13/ Now have very L A G S with 60 FPS and 16 GB of RAM. Open the My ISSUE. This not was duplicate. 😞
@ReportBugs: I have updated the summary in response to your comment. Although this ticket was originally about lag near villages (and MCPE-28028 was about lag when feeding animals), we Mojira mods and helpers currently believe that these and other reports of lag all result from a common cause, namely an error that occurs when a group of mobs are unable to find a path to their target, which could be a player or (in the case of zombies) a villager. The lag you reported in MCPE-28323 can also be explained as one of these based on the information you provided, so it looks like a duplicate to us.
If you want us to treat MCPE-28323 as a separate ticket, you must provide a reason to think that the mob pathfinding error is not causing your problem. This would not be easy. You would have to check for zombies hidden in caves near where the lag occurs, and those caves may not have an opening to the surface nearby, or may not have any opening at all. You would probably have to dig out the entire surrounding area down to a depth of 24 blocks to be sure.
On the other hand, you could take a boat out into deep ocean, well away from the shore to ensure you're far from any zombies. (The ocean must be deep so that zombies in caves in the ocean floor are too far away to sense you.) If you still have lag in such a position, it would justify reopening your ticket. If you don't have lag there, it's very likely the pathfinding error is causing your problem as well.
@ReportBugs: I have updated the summary in response to your comment. Although this ticket was originally about lag near villages (and MCPE-28028 was about lag when feeding animals), we Mojira mods and helpers currently believe that these and other reports of lag all result from a common cause, namely an error that occurs when a group of mobs are unable to find a path to their target, which could be a player or (in the case of zombies) a villager. The lag you reported in MCPE-28323 can also be explained as one of these based on the information you provided, so it looks like a duplicate to us.
If you want us to treat MCPE-28323 as a separate ticket, you must provide a reason to think that the mob pathfinding error is not causing your problem. This would not be easy. You would have to check for zombies hidden in caves near where the lag occurs, and those caves may not have an opening to the surface nearby, or may not have any opening at all. You would probably have to dig out the entire surrounding area down to a depth of 24 blocks to be sure.
On the other hand, you could take a boat out into deep ocean, well away from the shore to ensure you're far from any zombies. (The ocean must be deep so that zombies in caves in the ocean floor are too far away to sense you.) If you still have lag in such a position, it would justify reopening your ticket. If you don't have lag there, it's very likely the pathfinding error is causing your problem as well.
regarding the golems spawning outside my iron farm lag it may well be that they are trying to pathfind to my numerous captive villagers
regarding the golems spawning outside my iron farm lag it may well be that they are trying to pathfind to my numerous captive villagers
Any ETA on the fix for this? The game is virtually unplayable for anyone who has their base in or near a protected village.
Any ETA on the fix for this? The game is virtually unplayable for anyone who has their base in or near a protected village.
Is there any kind of an idea when the next update will be? Seriously, I love playing this game but since this bug emerged the game is nearly unplayable. I like playing the game at night, the reason I protect my villages is so that I can walk around in lighted safety at night. This is absolutely a gamebreaking bug.
Is there any kind of an idea when the next update will be? Seriously, I love playing this game but since this bug emerged the game is nearly unplayable. I like playing the game at night, the reason I protect my villages is so that I can walk around in lighted safety at night. This is absolutely a gamebreaking bug.
There's an important difference between fixing hardware and fixing software. Fixing anything has two phases: diagnosing the exact failure and repairing it. With hardware the diagnosis phase is almost always quick because the number of parts is relatively small and you can see how they fit together and hear when they don't mesh correctly. But then the repair can take a long time because you have to wait for a physical part to come to you. So with hardware, it's 10% diagnosis and 90% waiting for parts to do the repair. (Well, 89% waiting + 1% to actually replace the part.)
Software is the opposite. There are tens or hundreds of thousands of parts (lines of code) and you can't see them or hear them failing. In fact, 99.9% of the time they aren't failing, and it's only when certain conditions are true that they do something unintended. (That's why we always ask for steps to reproduce the problem.) But once you've found how and when the software fails, the repair part is much easier (though definitely not easy!) and you don't have to wait for parts, you just make them with your keyboard. So fixing software is 90% diagnosis and 10% repair.
The thing is, nobody can guess how long a repair will take during the diagnosis phase. Until you know precisely what has to be replaced, you can't begin to guess how long it will take to do so. And since software is 90% diagnosis, there's almost never an answer to the question of how long it will take to fix it. That makes it look as if we and/or the devs aren't being responsive, but it's really just that it's impossible to give you an answer that satisfies.
I'm just as affected by this bug as all of you are: my single player world is affected. So I have to avoid the situations that give rise to the lag. In my case, I started a big new project deep underground while I'm waiting, and I've lit up the area well enough to keep the mobs at bay. I'm getting useful work done, even if it's not what I would be doing without this bug. It's not a gamebreaker for me, and it will only be one for you if you give in to it.
There's an important difference between fixing hardware and fixing software. Fixing anything has two phases: diagnosing the exact failure and repairing it. With hardware the diagnosis phase is almost always quick because the number of parts is relatively small and you can see how they fit together and hear when they don't mesh correctly. But then the repair can take a long time because you have to wait for a physical part to come to you. So with hardware, it's 10% diagnosis and 90% waiting for parts to do the repair. (Well, 89% waiting + 1% to actually replace the part.)
Software is the opposite. There are tens or hundreds of thousands of parts (lines of code) and you can't see them or hear them failing. In fact, 99.9% of the time they aren't failing, and it's only when certain conditions are true that they do something unintended. (That's why we always ask for steps to reproduce the problem.) But once you've found how and when the software fails, the repair part is much easier (though definitely not easy!) and you don't have to wait for parts, you just make them with your keyboard. So fixing software is 90% diagnosis and 10% repair.
The thing is, nobody can guess how long a repair will take during the diagnosis phase. Until you know precisely what has to be replaced, you can't begin to guess how long it will take to do so. And since software is 90% diagnosis, there's almost never an answer to the question of how long it will take to fix it. That makes it look as if we and/or the devs aren't being responsive, but it's really just that it's impossible to give you an answer that satisfies.
I'm just as affected by this bug as all of you are: my single player world is affected. So I have to avoid the situations that give rise to the lag. In my case, I started a big new project deep underground while I'm waiting, and I've lit up the area well enough to keep the mobs at bay. I'm getting useful work done, even if it's not what I would be doing without this bug. It's not a gamebreaker for me, and it will only be one for you if you give in to it.
@Auldrick as a software engineer myself, with a bug this bad, if I couldn't diagnose it quickly and have a fix out, I would have rolled back changes to 1.2.2. There has been a lack of communication about what is going on which adds to the frustration and uncertainty with customers and it is still ongoing.
@Auldrick as a software engineer myself, with a bug this bad, if I couldn't diagnose it quickly and have a fix out, I would have rolled back changes to 1.2.2. There has been a lack of communication about what is going on which adds to the frustration and uncertainty with customers and it is still ongoing.
@Auldrick I appreciate the measured response and while I'm not a professional coder I've got a fair understanding of the challenges faced. The last line though about how it's only gamebreaking if we "give in" to it. Thing is we all play how we play. The beauty of Minecraft is I get to choose how I play. When my style/strategy is unavailable because of something like this, I (and many others) have a right to simply ask if a resolution might be near. While it's not gamebreaking for you it's nearly 90% for me. Oh, I'm hooked so I still get on and now carry a bed with me so I can lay it down and sleep whenever night falls near of any of my 13-14 protected villages. I was a late-comer to the Minecraft phenomenon, so while I'm sure there have been many frustrating bugs over the course of the game's lifespan this is the first one that actually had me frustrated with the game itself.
Before I saw Matthew Rowan's comment, I was going to ask the same thing as he. A rollback to the previous configuration seems like a logical step but that might not be possible and I'd understand that too. It does seem obvious that whatever code was updated in the latest version is responsible for the issue.We are going on 30 days now...hopefully it'll be corrected soon. Thank you again for the response.
@Auldrick I appreciate the measured response and while I'm not a professional coder I've got a fair understanding of the challenges faced. The last line though about how it's only gamebreaking if we "give in" to it. Thing is we all play how we play. The beauty of Minecraft is I get to choose how I play. When my style/strategy is unavailable because of something like this, I (and many others) have a right to simply ask if a resolution might be near. While it's not gamebreaking for you it's nearly 90% for me. Oh, I'm hooked so I still get on and now carry a bed with me so I can lay it down and sleep whenever night falls near of any of my 13-14 protected villages. I was a late-comer to the Minecraft phenomenon, so while I'm sure there have been many frustrating bugs over the course of the game's lifespan this is the first one that actually had me frustrated with the game itself.
Before I saw Matthew Rowan's comment, I was going to ask the same thing as he. A rollback to the previous configuration seems like a logical step but that might not be possible and I'd understand that too. It does seem obvious that whatever code was updated in the latest version is responsible for the issue.We are going on 30 days now...hopefully it'll be corrected soon. Thank you again for the response.
I didn't respond to Matthew Rowan because this is not a discussion forum, but since he has spurred you to repeat the question I'll briefly address it. But please avoid extending this or any impertinent discussion within the bug tracker; it creates visual litter that the devs have to sift through when they're looking for useful details. Alternatives include the Mojira subreddit for forum-type discussion or the Minecraft Discord #beta-n-bugs channel for interactive chat. Occasionally, you might even find a dev in one of those.
First, you absolutely have the right to want to know when to expect a resolution. My intent was not to deflect your question but to explain why such questions usually aren't answered here, and can't be until the fix is almost done anyway. People complain that Mojira is unresponsive and think that we don't care. I occasionally try to counter that with replies such as this and the one above, so at least people know they were heard. But we simply don't have enough time and staff to address every question, and the bug tracker isn't really the best place for it.
Rolling back to 1.2.2 is not a realistic option at all. For one thing, it would make any world created or opened in 1.2.3 no longer openable. It would also re-break all the bugs that 1.2.3 fixed and would anger every player who felt one of those bugs made the game "unplayable". In fact, they'd be even angrier because they'd know their fix already existed but was revoked to fix your bug (which doesn't bother them; not everybody is affected to the same degree). It would seem to them like Mojang is playing favorites and they're being shoved aside to give you carte blanche treatment.
Rolling back would also invalidate everything done in the beta, which is based on 1.2.3. If you change 1.2.3, you have to start the entire 1.2.5/1.2.6 beta over again, and all the bugs fixed during it have to be repatched and retested. That's a lot of time wasted, and it delays the ultimate date of the next release, which means that even more "unplayable" bugs take that much longer to get fixed.
I don't know what Matthew Rowan's environment is like, but I'm sure it isn't 120 million customers with a sense of ownership and a personal, emotional investment in the software he'd like to roll back. I suspect he's thinking about a mission-critical application where a serious defect could sink the organization, not a game where it interferes with leisure activity. Nobody's life is ruined if this bug isn't fixed, like, yesterday. (Not that Mojang considers this bug trivial, mind you, it's just not critical enough to warrant such a drastic action with such a high price.)
I'm glad you're managing to continue playing by carrying a bed with you. That's all I meant by not giving in to the bug: adapting to it and continuing to enjoy the game. (In my personal opinion, if you can't do that you may not be leisuring right.)
I didn't respond to Matthew Rowan because this is not a discussion forum, but since he has spurred you to repeat the question I'll briefly address it. But please avoid extending this or any impertinent discussion within the bug tracker; it creates visual litter that the devs have to sift through when they're looking for useful details. Alternatives include the Mojira subreddit for forum-type discussion or the Minecraft Discord #beta-n-bugs channel for interactive chat. Occasionally, you might even find a dev in one of those.
First, you absolutely have the right to want to know when to expect a resolution. My intent was not to deflect your question but to explain why such questions usually aren't answered here, and can't be until the fix is almost done anyway. People complain that Mojira is unresponsive and think that we don't care. I occasionally try to counter that with replies such as this and the one above, so at least people know they were heard. But we simply don't have enough time and staff to address every question, and the bug tracker isn't really the best place for it.
Rolling back to 1.2.2 is not a realistic option at all. For one thing, it would make any world created or opened in 1.2.3 no longer openable. It would also re-break all the bugs that 1.2.3 fixed and would anger every player who felt one of those bugs made the game "unplayable". In fact, they'd be even angrier because they'd know their fix already existed but was revoked to fix your bug (which doesn't bother them; not everybody is affected to the same degree). It would seem to them like Mojang is playing favorites and they're being shoved aside to give you carte blanche treatment.
Rolling back would also invalidate everything done in the beta, which is based on 1.2.3. If you change 1.2.3, you have to start the entire 1.2.5/1.2.6 beta over again, and all the bugs fixed during it have to be repatched and retested. That's a lot of time wasted, and it delays the ultimate date of the next release, which means that even more "unplayable" bugs take that much longer to get fixed.
I don't know what Matthew Rowan's environment is like, but I'm sure it isn't 120 million customers with a sense of ownership and a personal, emotional investment in the software he'd like to roll back. I suspect he's thinking about a mission-critical application where a serious defect could sink the organization, not a game where it interferes with leisure activity. Nobody's life is ruined if this bug isn't fixed, like, yesterday. (Not that Mojang considers this bug trivial, mind you, it's just not critical enough to warrant such a drastic action with such a high price.)
I'm glad you're managing to continue playing by carrying a bed with you. That's all I meant by not giving in to the bug: adapting to it and continuing to enjoy the game. (In my personal opinion, if you can't do that you may not be leisuring right.)
Thanks @Auldrick. I appreciate Minecraft is not mission critical, and not playing for a month is no real loss. I understand a roll back might be difficult/impossible, and a hotfix ("fail forward") a better solution. To me and many comments here the issue was day and night from 1.2.2 to 1.2.3 unplayable. After a week or so from 1.2.3, already surprised no update/hotfix/resolution, I looked around for where to report the issue to ensure Mojang was aware and where it was being discussed. I've begun commenting because we still have no expectation or communication. No real acknowledgment that this is a high priority issue.
For reproduction help, I found it on Xbox One 1.2.3 only. Windows 10 on Surface Book in the same world and place is fine. It is severely unplayable near our animal pens, whether or not holding wheat or seed, with Chickens, Pigs, Cows, & Sheep. I culled them to only a pair of each and the lagging is greatly reduced.
Since playing around villages or our base was undoable we too went on with something else (followed a map to the Woodland Mansion 🙂 ).
Thank you for the heads up on the other discussion places. I will continue it there.
Thanks @Auldrick. I appreciate Minecraft is not mission critical, and not playing for a month is no real loss. I understand a roll back might be difficult/impossible, and a hotfix ("fail forward") a better solution. To me and many comments here the issue was day and night from 1.2.2 to 1.2.3 unplayable. After a week or so from 1.2.3, already surprised no update/hotfix/resolution, I looked around for where to report the issue to ensure Mojang was aware and where it was being discussed. I've begun commenting because we still have no expectation or communication. No real acknowledgment that this is a high priority issue.
For reproduction help, I found it on Xbox One 1.2.3 only. Windows 10 on Surface Book in the same world and place is fine. It is severely unplayable near our animal pens, whether or not holding wheat or seed, with Chickens, Pigs, Cows, & Sheep. I culled them to only a pair of each and the lagging is greatly reduced.
Since playing around villages or our base was undoable we too went on with something else (followed a map to the Woodland Mansion 🙂 ).
Thank you for the heads up on the other discussion places. I will continue it there.
I've received the 1.2.5 update on both Windows versions (PC and Mobile) and the problem still persists. Hope to see a fix son.
I've received the 1.2.5 update on both Windows versions (PC and Mobile) and the problem still persists. Hope to see a fix son.
I can't speak for anyone else but this seems to have been fixed for me on xbone
I can't speak for anyone else but this seems to have been fixed for me on xbone
Problem seems to have been fixed for me on Windows 10 and for my son on Xbox1.
Problem seems to have been fixed for me on Windows 10 and for my son on Xbox1.
I'm still having this problem on Xbox one. It's been going on for months now.
I'm still having this problem on Xbox one. It's been going on for months now.
1.7 bedrock (android).
Villager on farm causes lag. and only on day time.
Plz re-open this issue.
1.7 bedrock (android).
Villager on farm causes lag. and only on day time.
Plz re-open this issue.