Can confirm that a 196 plant kelp farm now shows zero growth on 1.14, farm completely broken. Windows 10 edition.
This seems to be the theme of late, 'fix' a bug - introduce a bigger bug. Personally I'd rather have a laggy kelp farm than a broken one.
Thanks for the update Mega-Spud, hopefully this is a step on the path to resolving the wider issue. As important as spawn rate is, despawn mechanics are a bigger issue in my opinion. With luck the extra mob cap freed by the drowned will get used for the wider array of mobs and lead to a more complete gaming experience on this platform.
As we approach 2 years since this issue was first reported I think it might be worth attaching a screenshot to remind the developer of the issue. Some well intentioned users have suggested that the mob spawn rate on Bedrock Edition is not broken but is simply 'different' in order to accommodate the many platforms on which it runs. This may be the case but it is a stretch to believe that having every available puddle filled with dozens of drowned is intended behaviour. Clearly the despawn mechanics are broken and if not and if the various platforms are capable of handling the huge numbers of lingering drowned then could I request that the mob allocation is rebalanced to give a better playing experience? I can understand the frustration of Starr Ship and others, the priority seems to be with pushing new (often bug ridden) updates over fixing well established faults such as this one.
I've thrown all the files on there, not sure if that's correct.
First two treasure maps in our new world, excavated a 20x20 area around cross down to stone....nothing!
Since the 2nd part of the aquatic update my previously modestly productive over-sea mob farm now produces absolutely nothing, lots of drowned and fish around though.
Fair point Daniel, the Bedrock mechanics can be taken advantage of but there's no escaping the fact that you rarely ever meet a mob when caving and the despawn mechanics are woeful, I struggle to imagine anyone saying that the different Bedrock mechanics make for a more fun game than those in Java.
Well said Jason. Bravo!
If needed I have an iron farm that produces zero golems but was plentiful before update aquatic. For ease it is identical to GruvaGuy's tutorial here: https://www.youtube.com/watch?v=2HB6lqAGRDY
Interestingly I had two of these at y=200 above the ocean, both highly productive before the update aquatic and after the update one still produced golems although at a lower rate and the other produced none. I have since built a third farm at sea level and it has not spawned a single golem. Is it to do with the passive mob cap/fish? All the farms catch prodigious amounts of fish and ink. and for reference all farms have 24 doors with appropriate sky access, 10 or more villagers, adequate head height for spawning etc. I am on Windows 10 with simulation distance at max
Please oh please do the slider, so much time better spent than the fish. With a high end PC being constrained by mobile phones is frustrating to the point of thinking of quitting. The slider for simulation distance is great and this spawning issue needs fixing urgently and in my opinion is far more important than the aquatic update and all its new bugs
I have a number of fully enclosed farms and have had villagers disappear from them not be seen again, have also had them disappear from my trading hall along with the minecarts they were in at the time. 1.2.13 Windows 10 single player
Why oh why have we gone from being able to swim down to not being able to swim down, this is the most basic of features, my base is an island, picking up items that drop in the water has become nigh on impossible. This is a new bug introduced with 1.2.13,,,it is not a 'feature'
Having same issues, have this message whilst hosting on Windows 10 and trying to connect from Xbox, both running 1.2.13
1.2.10 Bedrock Edition on Windows 10. Spent scores of hours fishing, opened dozens of dungeon chests, village chests etc There are no nametags.
I play in 1.2.10 on Windows 10 and I have to say in my experience this issue is not fixed. I've spent many hours in the Nether hunting Wither Skeletons and have found no evidence of any spawning after an area has been cleared. Typically a Nether fortress seems to have an initial population of 3-6 Wither Skeletons but the only way I can get more is to cycle the game in to peaceful and then back to hard, thus creating another 3-6. The same applies to roaming Blazes (not those coming from spawners which seem to function fine). Leaving the area and returning does not appear to work nor does leaving the Nether or indeed the game. I have not witnessed a single new wither skeleton spawn in a previously visited area under any conditions. Am I missing something?
Can confirm that a 196 plant kelp farm now shows zero growth on 1.14, farm completely broken. Windows 10 edition.
This seems to be the theme of late, 'fix' a bug - introduce a bigger bug. Personally I'd rather have a laggy kelp farm than a broken one if I had to choose.