Updated steps to reproduce
(Distilled from this comment and comments following it.)
Find a Witch Hut
Set up a system to automatically kill witches that respawn at the hut.
AFK far enough away for witches to respawn.
Expected result
Witches continue to respawn indefinitely.
Actual result
Witches eventually stop respawning.
Expected Results: Witch Huts would consistently respawn witches. Witches should respawn in huts consistently enough to make the area challenging and/or to make witch farms feasible.
Observed Results: Witch Huts have the ability to respawn witches, but they do not do so consistently. Very often, after killing the witch that spawns with the structure, no more witches spawn. Further, creating a witch farm from the hut can take an enormous amount of time and effort, such that players get frustrated and abandon the attempt, or do not even try to begin with.
Steps to Reproduce:
Find a Witch Hut
Kill the witch that spawns with structure generation.
Stay near the hut for a while. You will likely see very few witch respawns from the hut. Often, some will respawn at first, but then they will stop respawning.
Note:
This is a bug report, not a feature request. It is a bug that witches do not respawn consistently in Witch Huts because the developers’ intent is that they should. I believe respawning witches is the developers intent because there is an old history of bug reports stating that witches were not respawning (MCPE-23920, MCPE-24629, MCPE-27818, MCPE-27820, MCPE-29564, MCPE-29779) which led to a change in mechanics implemented in 1.2.13. The changelog for 1.2.13 states “Fixed witches not spawning inside Witch Huts.” However, the issue has never really been fixed. The fix to MCPE-21856 in 1.16 made respawning witches more consistent and made farms vastly easier to set up, but players still struggle with the obscure spawning mechanics and the monster cap filling over time due to MCPE-125111.
Linked issues
is duplicated by 3
testing discovered 1
Attachments
Comments 22
Clarification on Witch Respawns being blocked: My statement in the description about pack spawns exceeding the density caps may be be based on a misunderstanding. While I have, rarely, observed more than 8 cave or surface monsters spawn in a chunk in spawning tests, I now believe those instances may all have been due to MCPE-62030. So I cannot confirm that pack spawns ever go in excess of a density cap.
There are other ways that the cave monster density cap can be exceeded, however. Large and medium slimes dying and producing multiple smaller slimes is one way. This could conceivably occur without being cause by the player, for example by mean of falling, magma blocks, or being pushed by another mob into a position that causes suffocation.
Another way the cave monster density cap is frequently exceeded is by surface zombies drowning--see MCPE-61721.
So, although I may have been mistaken about pack spawns specifically, there are still many ways that witch respawns in witch huts can be blocked due to interaction with the cave monster density cap, despite the +1 cap room given with the witch hut structure.
I believe the changes to monster despawning in the 1.16.0.51 beta should allow witches to respawn consistently in witch huts.
Witch huts are still broken when I try to make a witch farm they just don’t spawn even if I take away the glass panes that I use to tell where they spawn
Thank you! I finally had repro with the world attached.
I admire the dedication and amount of work that was put into the bug. I think the information collected here will be helpful in a further investigation in ADO. 😃 Thanks again!
Not getting any witches to spawn in any huts on my world. Tried everything thirty blocks east, the normal blocks above the hut, killed all entities, turn the world tonight. And still no witches in the hut or around it.
@GoldenHelmet I'm very interested in the problem of structure spawns being blocked when the chunk has been slabbed (or presumably covered in leaves) or is under water. This problem affects some of my mob farm builds though it seems possible to work around. Is this part of the issue in this bug report, or is it a separate bug report?
Reply from @unknown:
The issue with slabs/leaves/carpet/etc. and water covering covering the chunk only impacts structure spawns, which include swamp huts, pillager outposts, ocean monuments, and nether fortresses. These structures attempt to spawn their specific mobs after checking for a spawnable block at a random spot in the chunk. Non-spawnable blocks cause the check to fail. That has the effect that if you cover every otherwise spawnable block in the chunk with a non-spawnable block and leave the just the structure spawn spot as spawnable, your rate of structure spawns will be 1/256 what it could be. Or if a swamp hut naturally generates in 2-deep water and there happen to be no spawnable cave spots in the chunk, then its spawn rate will be 36/256 of what it could be, at night.
On the other hand, spots where spawns would fail only due to a light level check pass the block check, so a solid block platform across the chunk that is lit to prevent other monster spawns is an easy way to guarantee the max spawn rate for structure mobs.
None of this is relevant to other mob farms, it is only the mechanic for structure spawns.
Thank you GoldenHelmet! This is really well explained and I love your solution options at the bottom. I really wish they would address this, I love survival mode and I love fun redstone structures, not easy to do without a witch farm.