mojira.dev

CalamityFred

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Reported

MCPE-155980 Villagers can breed over the bed limit Duplicate

Comments

Same here, also on switch. (lite)

It looks like the horse armour texture fails to render with the base texture.

When the game is restarted, the horses look non-glitchy, yet have no markings anymore. The model displayed in their inventory shows the correct markings.

Riding a glitchy horse and opening its inventory twice removes the flashing texture.

It looks like the textures are corrupted, and only show a very small portion of the texture stretched to the whole model for one of the texture layers.

Presumably for the issue to happen, the bed and villager count in the village is some kind of variable which is only updated when a bed is placed down, mined, or a villager added or removed? And when that happens the variable is incremented or decremented by one, it doesn't recount at any point. 

At which point, if I still have one more villager than bed, there's one bed out there that isn't counted, I need to find it, mine it and replace it. It worked for the other 3.

Oh interesting, are you saying the long freezes experienced were actually crashes and there was some data loss? That might explain why some of the villagers vanished. I thought it was just a side effect of villages being only half-loaded. 

I'd love to experiment some more to try and get villagers and beds to match again, we've just been spending more time outside because of summer.

I have added some (hopefully correct) repros for an issue that sounds very much like this one in the job MCPE-155980

Also included is how I almost fixed it, and where it feels like the problem comes from.

I went from 4 extra villagers without beds to just the 1 by just mining and re-adding all the beds 1 by 1, then adding more beds for the bedless villagers while watching out for breeding. Whether it's something out of sync on the bed or the villager or the "village" I don't know.

To stop this:

  • Villagers need to check nearby unloaded chunks before breeding, or refrain until all village chunks are loaded? Might come back and bite us.

  • Have an occasional catch-up when the player is in the village with all the chunks loaded, to make sure "villager knowledge of beds for breeding purposes" and "actual bed count" are in sync.

Update:

The game still freezes when I am in a mob-heavy area AND we have 3 or 4 players playing in split screen. No errors happen with 2 players.

My house contains a  village with about 45 villagers + cats, about 20 tropical fish, 24 bees, another 20 animals and 4 iron golems. It was a bit laggy before 1.18.30, unplayable until 1.18.32, seemingly fine since except for that.

However, the freeze only happens after a little while in the village, about half a day or so.

The freeze lasted well over a minute and unfroze for only a few seconds.

During that time: 

  • A song played by another player on their jukebox kept playing.

  • Time kept passing, as the clock jumped forward when the game unfroze.

Successfully managed to enter my house without freezes. (40+ villagers, fish, animals, golems, bees) so there has been a marked improvement. The game is playable again!

We put the settings back up, too. 

A couple of things puzzled us, which will probably end up tracked in a separate issue:

  • when 3 players played split screen, a screenshot of the 2nd played appeared in the empty 4th player slot. 

  • The game closed from an error after about 40 minutes of playing.

Still, good job!

 

Originally posted on a different job about render dragon:142934

I am experiencing this problem on the Nintendo Switch. I am playing split-screen on a local world with the world owner (am player 2) but this also happens when the world owner comes close to my house with nobody else logged in.

I logged in, post-update, in my house that contains: 40 villagers, 20 or so fish, 1 cat and 1 dog, a bunch of about 20 or so other animals like sheep horses and chickens, 8 boats, 4 iron golems, 9 hoppers, 11+ double chests, with 11 full beehives nearby as well as a small farm (wheat, carrots, pumpkin/melon etc), + 15 bamboo and over 60 sugar canes. Also quite a few vines on the walls.

This whole setup was working fine before the update, only getting choppy when more than one player was in my house, or I was using the hoppers. It also got pretty bad that one time where I bred hundreds of chickens, yet it still never got as bad as it did after 1.18.30:

When logged in, the game froze for 1m10s to 1m30s at a time (timed it with a stopwatch), with it unfreezing for only 1-5s at a time.
During this time the music was mostly playing fine throughout.

Here's what I did to be able to play again:

  • From the world owner account, which wasn't affected as long as I wasn't logged in, I reduced render distance to the minimum of 5 chunks instead of the default 12, and antialiasing to 1 (from 2).

  • On my account, painstakingly got to the underground tunnel connecting my house to the other houses on the world and escaped. It took like 20 minutes of the game being mostly frozen. Once I was out of the danger zone I could move normally.

  • Crept back closer and leashed the iron golems out of their boat at the front of the house, then took them somewhere else. They still made the game pause briefly around them every few seconds until they were dead, even when led in the middle of nowhere.

  • Crept back and mined all the boats. 

  • I still cannot get close to the house, although I can get closer than before.

From the back of the nearby house, here's what I could see still rendering jerkily in my house, even as the walls weren't showing:

  • The villagers

  • The tropical fish

  • The bees

  • A boat (in my house that must be in the floor somewhere?)

  • The chests

  • The other animals, too.

The frame rate also dropped when the nearby farm came into view.

  • It looks like it's processing entities much further away than what it used to? Definitely further than it's rendering the walls around them.

  • If the patch notes are anything to go by, they also process more often.

  • Iron golems, who are permanently hunting for nearby entities, are definitely affecting the framerate.

  • Additionally, saving freezes the game for a few seconds every time (5-10s) It used to stop block updates for that time, but you could still move around. Now it just freezes the screen/controls althogether, although the game still proceeds: A person underwater could be dead by the time control resumes

UPDATE:

I tried the following:

  • Walking backwards towards my house, to see if it was a rendering issue. I got to the animal pen up front without freezes but then it loaded the house chunk? And started freezing terribly.

  • Reducing the settings even further, culling all video options to the bare minimum, then returned to the house, underground route, looking straight down.  It started freezing when the house chunk loaded, to the same rate as before.

  • Going in the house anyway, with it taking ages. Then the freezing pretty much stopped because it was night time, during which both villagers and bees stop processing. It then only froze occasionally for 10-20 seconds at a time with decent blocks of playing. 

In the village, a lot of my villagers had gone and I had a few without beds. A side effect of the reduced render distance and loading some of the village but not all of it, so villagers sleeping and working in different chunks are affected. Cats now spawn underground in the village when they didn't use to, compounding the processing problem. I removed all the decorative vines in case it helped.

The intense freezing resumed when all the villagers/bees woke up.

I am experiencing this problem on the Nintendo Switch. I am playing split-screen on a local world with the world owner (am player 2) but this also happens when the world owner comes close to my house with nobody else logged in.

I logged in, post-update, in my house that contains: 40 villagers, 20 or so fish, 1 cat and 1 dog, a bunch of about 20 or so other animals like sheep horses and chickens, 8 boats, 4 iron golems, 9 hoppers, 11+ double chests, with 11 full beehives nearby as well as a small farm (wheat, carrots, pumpkin/melon etc), + 15 bamboo and over 60 sugar canes. Also quite a few vines on the walls.

This whole setup was working fine before the update, only getting choppy when more than one player was in my house, or I was using the hoppers. It also got pretty bad that one time where I bred hundreds of chickens, yet it still never got as bad as it did after 1.18.30:

When logged in, the game froze for 1m10s to 1m30s at a time (timed it with a stopwatch), with it unfreezing for only 1-5s at a time.
During this time the music was playing fine throughout.

A person underwater will be dead by the time control resumes.

Here's what I did to be able to play again:

  • From the world owner account, which wasn't affected as long as I wasn't logged in, I reduced render distance to the minimum of 5 chunks instead of the default 12, and antialiasing to 1 (from 2).

  • On my account, painstakingly got to the underground tunnel connecting my house to the other houses on the world and escaped. It took like 20 minutes of the game being mostly frozen. Once I was out of the danger zone I could move normally.

  • Crept back closer and leashed the iron golems out of their boat at the front of the house, then took them somewhere else. They still made the game pause briefly around them every few seconds until they were dead, even when led in the middle of nowhere.

  • Crept back and mined all the boats. 

  • I still cannot get close to the house, although I can get closer than before.

From the back of the nearby house, here's what I could see still rendering jerkily in my house, even as the walls weren't showing:

  • The villagers

  • The tropical fish

  • The bees

  • A boat (in my house that must be in the floor somewhere?)

  • The chests

  • The other animals, too.

The frame rate also dropped when the nearby farm came into view.

  • It looks like it's processing entities much further away than what it used to? Definitely further than it's rendering the walls around them.

  • Iron golems, who are permanently hunting for nearby entities, are definitely affecting the framerate.

  • Additionally, saving freezes the game for a few seconds every time (5-10s) It used to stop block updates for that time, but you could still move around. Now it just freezes the screen/controls althogether, although the game still proceeds: A person underwater could be dead by the time control resumes.

EDIT: There is now a separate job for the Switch freezes, MCPE-154110

I will transfer my comment to this job as it is more relevant there.