Yes, but wouldn't it make sense for the game to set your spawn point back to your bed after the Respawn Anchor is out of charge?
@hkniberg (sorry, still don't know how to tag users properly)
No problem! I had a lot of fun testing this bug and trying to figure out the reasoning behind it... hopefully I'll be able to assist with more bugs in the future 🙂
If you would be willing to share what the root cause was that’d be great... I became slightly passionate over this bug so I’d be interested in what the fix was!
@hkniberg
For sure! I have provided my Test world below:
[media]HOW TO TEST:
Insert 64 Zombified Piglin spawn eggs into dispenser on platform
Travel to block distance of your choice (5 block difference between each green wool platform, with the closest being 5 blocks and the furthest being 25 blocks)
Shoot a Zombified Piglin with an Arrow while in Survival
Ensure long piston floor is not activated
Flip the 'Release Piglin' switch
Return to the bottom and record XP count
Repeat Steps 1-6, however in step 4 ensure the long piston floor IS activated
After my most recent test, these were the results (tested from the 25 block platform):
20w22a:
When NOT Hidden by long piston floor - obtained 17 levels
When Hidden by long piston floor - obtained 16 levels
Pre-Release 6:
When NOT Hidden by long piston floor - obtained 6 levels
When Hidden by long piston floor - obtained 2 levels
It seems as if it's not only distance that affects XP drops, but also whether or not the player is seen by the Zombified Piglin upon its death. Additionally, it seems as if the proper 'fix' version is 20w22a. If you need any further information or clarification, please let me know 🙂
*Another update*
I have been conducting tests in a much simpler and easily recreate-able format in a brand new world created in 20w22a. For this test, I would stand on the glowstone block (25 blocks away from the platform), and then aggravate one of the Pigman, causing them to track my player and fall down to their death. I included a small redstone contraption to block off the Pigman from falling to their death before I provoked them to ensure accurate results.
[media][media]
I conducted 3 separate tests, spawning in 64 Pigman for each occurrence, and the results were as follows:
20w22a:
Obtained 16 levels
33 Gold Nuggets
30 Rotten Flesh
4 Gold Swords
Pre-Release 3:
Obtained 6.5 levels
38 Gold Nuggets
26 Rotten Flesh
Pre-Release 5:
Obtained 6 levels
35 Gold Nuggets
32 Rotten Flesh
1 Gold Ingot
NOTE - if you were to stand approximately 5 blocks away from the platform, instead of 25, Pigman XP drop rates return to that of 20w22a, so some update after 20w22a changed Pigman XP drop rates if the player is a certain distance away from the Pigman upon their death. Loot drop rates were consistent regardless of the distance from the spawning platform.
5 blocks away from spawning platform = Obtained 18 levels
10 blocks away from spawning platform = Obtained 17 levels
15 blocks away from spawning platform = Obtained 12 levels
20 blocks away from spawning platform = Obtained 7 levels
Based off of these tests, I believe it is safe to conclude that the drop rate of Rotten Flesh and Gold Nuggets are unaffected, and Gold Ingot/Sword drop rates are somewhat normal due to the loot table update in Pre-Release 5. However, a difference in 10 levels from the exact same number of Pigman should most definitely be fixed, and returned to its regular functioning state (20w22a).
If any other information is required I'd be happy to help 🙂
@Galaxy_2Alex
Just tried to Optimise my world however not much has changed. I am using Etho's Pigman farm design with a few personal upgrades. You must stand on top of the iron trap door for the XP collection area and shoot an arrow at a Pigman on the top two levels.
[media][media][media]
Additionally, I have attached a copy of my world that can be tested in both 20w22a, and pre-release 3 to see hands-on the difference in XP and loot drop. In order to find the farm, travel to the nether and teleport to the following coordinates: X = 132, Y = 247, Z = -48. If you choose to look at the item drops, travel to X = 132, Y = 201, Z = -51.
https://www.minecraftworldmap.com/worlds/09R5_
I have noticed as well that if I wait until all angered Pigman are killed off, and I block off their line of sight to my player, the game 'refreshes' their state, and I am able to get some XP for a short amount of time. That being said, when compared to 20w22a, not all angered Pigman drop XP and their loot tables are definitely impacted in pre-release 3.
*EDIT*
At the time of posting, pre-release 4 came out and I tested my farm and it is still broken.
@Galaxy_2Alex
Thanks for the quick response! I just did some testing of my Pigman farm in both 20w22a, and pre-release 3. I conducted 10 separate tests in each version and obtained these average values:
20w22a:
Obtained 30 levels in 1 minute, 20 seconds - below are all the drops collected within this time limit
Obtained 153 Gold Nuggets
Obtained 5 Gold Ingots
Obtained 138 Rotten Flesh
Obtained 17 Gold Swords
I ran the below test for 1 minute, 20 seconds (time it took to get to level 30 in 20w22a):
Pre-Realease 3:
Obtained ONLY 9 levels in 1 minute, 20 seconds - below are all the drops collected within this time limit
Obtained 207 Gold Nuggets
Obtained 0 Gold Ingots
Obtained 228 Rotten Flesh
Obtained 0 Gold Swords
Additionally, I ran the farm for 5 minutes to see its loot output:
Obtained ONLY 20 levels by the end of 5 minutes
Obtained 832 Gold Nuggets
Obtained 0 Gold Ingots
Obtained 845 Rotten Flesh
Obtained 2 Gold Swords
As you can see there is a clear difference between Zombie Pigman functionality which calls to question if Pre-Release 3 actually returned to functionality in 20w22a. It looks as though Gold Nugget and Rotten Flesh drops are somewhat unchanged, but Ingots, Swords and XP are drastically different.
If you need a copy of my world file on which I conducted these tests, or the spreadsheet in which these values were calculated, let me know! 🙂
*EDIT*
I've been playing around with my Pigman farm the past few hours and I figured something odd out. It seems as if this XP glitch is as follows:
If I am entering my Pigman farm where Pigman have ALREADY spawned, then minimal XP will be dropped by those who become aggravated.
If I travel well away from my farm, to the point where all Pigman despawn and my buildings are out of render distance and THEN return to my XP collection spot, those Pigman who have freshly spawned would drop XP as normal (I would receive around 15 levels in a matter of 30 seconds).
I found #2 to only be a temporary fix, as the Pigman who had freshly spawned would drop a ton of XP, however, any Pigman that spawns AFTER the first Pigman was aggravated would no longer drop XP, thus leading to #1.
(If any further clarification is needed, I can also provide a recording of how to recreate this bug tomorrow).
As per my original post, it seems that Mojang did not intended to fix this 'bug'... Zombie Pigman farms will no longer be affected and will return to their normal running capacity in the next pre-release most likely.
Seems that this was the side effect from the anger mechanic changes. All is well 🙂
Proof of the glitch...
Did you try this on a server?
When you get disconnected, all that is displayed is "Disconnected by server"
Happened to me occasionally with stone blocks, quartz blocks e.t.c
Respawn Anchors were created to set your spawn in the Nether as beds are not able to be used. Beds remain the sole way to respawn at your desired location within the Overworld.
Respawn Anchors deal with the Nether, thus it makes no sense as to why the Respawn Anchor should continue to have control of your Overworld spawn after it has been fully used. The bed should then be set as the default spawn point for the Overworld.
Additionally, upon dying using my provided method, the game says: "You have no home bed or charged respawn anchor, or it was obstructed". I'd say it's a fair argument for Mojang to consider allowing players to respawn at their originally set bed spawn after their Respawn Anchor is out of charge.