mojira.dev

Jesse Ransom

Assigned

No issues.

Reported

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Comments

Just a little more information...  on 1.6.0 it seemed I was able to put my world on peaceful and I stopped getting crashes, so naturally on 1.6.1 when the crashes started I switched it to peaceful and it only worked for about 10-20 minutes or so. That time frame gets smaller and smaller the more I try to play the game until the game crashes immediately upon loading(where I am now).  I play survival so The only entities I have around my are naturally spawning.  Before it became completely unplayable I was working with 30-40 villagers.  My world is only 110mb.

Crashing began today, started with huge lag spikes and chunks refusing to load as I ventured away from my base.  I was able to close and save to get the chunks to load in but when I made it to my village that I use for villager breeding the game crashed, there is maybe 30-40 villagers there and it’s about 1000 blocks away from anything.  I have done zero lighting of any area around/under the village as I normally just sleep when it gets to night while I am there.(if that matters.) Edit: I am running 1.6.1

I’ve played for about an hour after the 1.6.1 update with no problems. I’ll update this ticket as necessary with my experience going forward.

Wow, ok. Given what Jason has commented about mobs and play time I tried setting my game to peaceful and I was able to actually play. This is great cause I was getting booted immediately, it’s bad cause now there are no hostile mobs.  What’s strange to me is my world consists of a large island approximately 500 x 600 blocks with ocean in all directions for hundreds of blocks.  I have lit the caves on the island really well so just surface mobs are spawning.  Are the surface mobs alone enough to crash the game?  For what it’s worth I do occasionally stumble across a particular pocket of water packed full of drowned.  Maybe 10-20 of them at a time. Gonna convert that area to a mob trap of some kind so I haven’t bothered lighting it up.

I have the same issue.  I play on an iPhone 8 Plus.  After the 1.6 update I would get booted after 20 minutes or so, as time has gone on my playable time has gotten smaller and smaller to the point that now it crashes as soon as it opens.  I have noticed today while trying to open my world that the file size seems to get larger even though I am unable to do anything, such as collect or place items.(as I am booted immediately)

I’d like to add that I think the problem with this is that they do not despawn, resulting in mob caps getting reached.  Zombies will seek the safety of water during the day and will eventually turn to drowned.  After becoming a drowned they typically just stay in the water.  I’ve only seen a handful naturally wandering out of water unprovoked. I’ve walked up to small pools filled with 10+ on several occasions. For players that like to exploit mob spawning for grinders this is frustrating because a pocket of drowned can leave grinders as just a big useless contraption, on the other side of the coin for players that enjoy simply having mobs to fight and the challenge of proper lighting around builds they lose out too, as when the mob cap is reached nothing will spawn giving a false sense of safety.  Whenever the spawning/despawning mechanics get fix this will likely drive some people mad as they believe their lighting to be safe and then bam, creepers, lol.  For the mob grinder people it will be a great day, contraptions will serve the purpose they were built for.

For iOS I see the same issue, throwing the items out of inventory works most of the time. Leaves however, will not stack properly no matter what I do and typically it’s just 1 that refuses to stack. So in my chests I have several single leaf blocks.  I was thinking maybe I was getting them because I used silk touch axe/pick/shovels but the same thing would happen when acquired with shears that were not enchanted...

I can confirm this on iOS as well.  The spawn rates are bad due to the broken mechanics the aquatic update just introduced mobs that cannot die due to daylight and thereby just allow the cap to stay filled.  In my world I have I 100 block diameter hole dug to bedrock and if I leave it completely dark, run around and kill what spawns eventually I will get no spawns for drawn out periods of time.  I understand that mobs are spawning on the surface when I’m running around the perimeter (caves are lit up for hundreds of blocks in all directions) but I should be fighting for my life in conditions like this.  Just copy the logic java uses on spawning and everyone will be happy

I can confirm this issue as well. Since the btu came out EVERYTHING takes much longer to grow than they did on Xbox one edition. I started a new world when btu released. Chopped down trees, and replanted saplings in the same place as originally generated and some of them still have not grown... I cleared any tall grass/flowers around them and still nothing... I made a oak tree farm roughly 30x30 with optimal conditions fro growing, 7 blocks between trees torch centered between trees, raised the dirt block trees are planted on one higher than the rest of the ground and nothing... So then I go to the bonemeal, I run through up to a stack and a half before some of them will grow... I don't want to say anything bad about btu but Microsoft/Mojang needs to just slow down and fix the problems, ensure they cause no other bugs, then release an update... This cycle of here's a bug ridden update and now here's another update to fix those issues but introduce another set of bugs and ignore fixes that apply to playability is getting old. Some bugs are expected, sure but we are seeing releases that are a pain to even play... Is there testing happening before release in real world's people care about investing time into. It doesn't feel like it... An update releases and instantly I notice problems, how does this get by beta... I play about an hour a day, 4 to 5 days a week and I can see problems that seem to be getting by people who are paid to test this thing before release, doesn't sound right...

I can confirm this issue as well. Since the btu came out EVERYTHING takes much longer to grow than they did on Xbox one edition. I started a new world when btu released. Chopped down trees, and replanted saplings in the same place as originally generated and some of them still have not grown... I cleared any tall grass/flowers around them and still nothing... I made a oak tree farm roughly 30x30 with optimal conditions fro growing, 7 blocks between trees torch centered between trees, raised the dirt block trees are planted on one higher than the rest of the ground and nothing... So then I go to the bonemeal, I run through up to a stack and a half before some of them will grow... I don't want to say anything bad about btu but Microsoft/Mojang needs to just slow down and fix the problems, ensure they cause no other bugs, then release an update... This cycle of here's a bug ridden update and now here's another update to fix those issues but introduce another set of bugs and ignore fixes that apply to playability is getting old. Some bugs are expected, sure but we are seeing releases that are a pain to even play... Is there testing happening before release in real world's people care about investing time into. It doesn't feel like it... An update releases and instantly I notice problems, how does this get by beta... I play about an hour a day, 4 to 5 days a week and I can see problems that seem to be getting by people who are paid to test this thing before release, doesn't sound right...

I experience this as well after the 1.2.3 update. Any time I get around many mobs I lag. I don't pen mobs so they just spawn/roam/despawn as they please. Went ~2000m away from my base and then to the nether all the same. This did not happen prior to the update.