Sprinting does not seem to exist now on the latest update on iOS. Fast walking only but definitely not a sprint. Even walking has slowed down.
The latest update on iOS has slowed both walking and very definitely sprinting speed - it is more like a fast walk and not sprinting at all.
Did a reboot of my iPad and that seems to have helped.
It happens on iOS devices as well. Very, very laggy, jittery etc - then crashes out. Reinstalled, brand new game but no. Cannot play longer than approx 5 mins so have given up.
Golems were spawning perfectly in 1.16 then we had the update to 1.16.1 and things went mad from then on. Spawning started pefectly and then stopped. To check that I did not have a golem that had spawned elsewhere, I tested whether it was bed vs villager count getting confused. I killed off a lot of my villagers and let them breed and spawning then started immediately. However, I moved a bed and spawning stopped. Would a bug in the bed/villager count be causing the issue i.e. not updating properly because a bed move should not cause spawning to stop.
Yes. The same happened to me on iOS 1.16. Trapped a zombie villager very close to my hut, turned around to get the apple etc. turned back and it had gone. Whether this is the same as other mobs despawning I don’t know but this was not connected to a crash and the nether had not been entered.
I wish I hadn’t downloaded the hot fix. Crashes ALL the time. Started a new world because I decided to download a clean version and start again hoping that would help but no. Haven’t even built a base and yet I cannot get further than just exploring a temple approx 1000 x 1000 from spawn. IOS on a brand new iPad. So frustrating.
Mine crashed but I was able to reload the earlier version from my 'purchased items'. I don't know how long the earlier version would be available in purchased items for - until the next iCloud backup? Anyway, that is how I resolved it while waiting for for the fix. You would have thought installation onto the various platforms was a standard test prior to release of the product - clearly not, and now so many people have ruined games....
Yes, won't run at all after latest update. Deleted app and reinstalled but crashes out before the main menu.
Please see MCPE-44268 and MCPE- 47166 . At last a fault has been admitted.
New farming rules, not implemented properly as yet, does seem to mean that potato farmers will not farm or feed hungry villagers. Beetroot works well, wheat/bread doesn't work and carrot farmers will feed a measly amount to a hungry villager.
Awaiting a fix and hoping this isn't the end to automatic farms.
Re arc, or part of the circle, implies that the carrot farmer will harvest around the hungry villager only and I suppose now because it will only harvest so little at a time then of course the harvested area would be the shortest distance around the villager hence a circle.
This makes sense if the whole idea of farming now means that their sole purpose is just to feed villagers but why on earth would Mojang want to break every single automatic farm out there in Minecraft land?
Also, as we know, the wheat farmer will stop harvesting because he probably has more that 3 bread in his inventory, the potato farmer won't do anything, the carrot farmer is probably working to the new rules that means automatic farming is extinct and the beetroot farmer does his thing but... the other main difference, shown in my second experiment, is that the beetroot farmer will only farm within a certain radius of his workstation. All the others will continue planting but won't harvest.
So when you say they didn't implement it properly.....
As far as pathfinding is concerned, trying to get to out of reach empty farmland definitely causes lag but staring at seed they cannot reach doesn't seem to. I really appreciate you investigating that.
However, I expect that very few players would be even bothered if the villagers fed themselves, or the mechanism behind it, because you would usually set up trading halls and if you need more villagers you harvest the village food yourself and just throw it at them. Anything else going on in the background in the village has little effect on the player - just the removal of automatic farming.
Thank you
More likely a duplicate of MCPE-21856.
Adding a comment to make sure this call is not closed. This is still an issue.
You can push a minecart with a villager in it and you expect it to stop when it reaches a fence post, for example. But no, it bumps into it and then travels faster in the opposite direction than it was when when it hit it. With the added bug that means you cannot stop a minecart by standing in its way you end up chasing it down the track. Adding a comment to ensure that it looked at rather than closed. Are minecart mechanics under review hence current issues are being overlooked?
There are bugs in farming mechanics that Mojang have just acknowledged. See MCPE-44268
I agree.. cane growth rates are so painfully slow so you end up having to have huge fields of the stuff just to be able to do initial trading with librarians. I try to make full use of composers and, hopefully, a skeleton spawner and use bonemeal whenever I can.
May I suggest someone also looks at MCPE-36495. The harvesting aspect of MCPE-42549 was ignored (difficult when there are multiple faults logged on a single ticket - a bad habit I have too!) This shows that farming mechanics have been buggy for sometime and an update to MCPE-47936 suggests that it just isn't an iOS issue.
See MCPE-44268
On iOS 15, 7th generation iPad. Even trying to create the simplest new game it takes a long time to a) build terrain and b) load resources.
I had deleted the app and reloaded it after I had tried to load an in process game and gave up after 25 minutes!
I have noticed that the background loading scenes had changed very recently to the nether rather than a cave and since then, not only is it not worth playing - I cannot play it!