mojira.dev

mcconcma

Assigned

No issues.

Reported

MCPE-190033 Split screen player controls get reset Duplicate MCPE-165512 Breeding goats does not produce screaming goat Confirmed MCPE-150143 Android players struggling to stay connected to PS4 hosted world Incomplete MCPE-115510 Cross Platform Disconnect Issues Incomplete MCPE-110778 Mobs are not spawning as expected - spawn rates too low (PS4) Incomplete

Comments

I'm sorry, this is a duplicate of MCPE-187898

I am also experiencing this issue.  For me, the following is true:

  • This error can happen with the 3rd player or 4th player.  I have yet to experience this with the 1st or 2nd player.

  • To test, I changed the order in which I added players and it does not follow the account.  A - B - C - D, player D gets the error.  A - D- C - B, Player B gets the error.

  • All accounts in the PS5 are "Adult" accounts and there are no communications restrictions on any of them.

  • The "Send Request" does nothing - I get no message or alert on any of my PSN accounts.

Similarly, I tried some other Internet suggestions as OP mentioned - turning off Console sharing and restoring licenses, this did not resolve the issue.

This was the first time we tried 4 player on the PS5 version of the game.  I have not tried the PS4 version of the game.

I had frogs disappearing from my froglight farm in the nether.  Figured it was because they would jump too high and take fall damage. So I set up a new bee farm and spent quite a bit of time collecting honey blocks to keep them from jumping.  

 

What a punch in the gut when I realized it broke the farm.  Now I just don't use the farm or froglights.  Please consider fixing this issue.

I had a specific scenario described in MCPE-150143 that I sought to test last night.  Multiplayer, split screen on PS4 and two Android players connected via local Wi-Fi.  All players except one PS4 player were in chunks previously generated in 1.17.  PS4 player was exploring new chunks while flying.  Starting a raid in a newly generated village would lag the game as described above.  Mobs were not where they were visually, blocks couldn't be broken, arrows would not fire where intended and flying was impossible.

During my test last night, I found a new outpost and village.  Got BO and started the raid.  Mobs seemed sluggish but playable.  Had the two android players join and did not experience the same lag as in this report.  The game is still sluggish (FPS) but mobs were where they were shown and could be shot.  Players could fly (albeit had to be careful when going into unloaded chunks as chunk loading time was VERY slow).

The world is again playable...though much slower than in 1.17.  The other issues still experiencing could be covered by the issues pinned in the description.


Reply from @unknown

Thanks for the update. I think your issues are covered by MCPE-120971. That ticket also includes sound delay and block lag so the difference with this ticket is largely the quality/intensity of that kind of lag and where it occurs. You might try lowering the simulation distance on the world. With the increase world height in 1.18 there are more blocks to tick and more places for mobs to hide in caves in every chunk.

The issue seems better, though not completely resolved.  Oddly enough, it seems to only affect one of the two tablets at the moment and I'm trying to figure out what is different.  Both tablets are the same model (Samsung Galaxy Tab A 10.1) with same OS updates, MC version and attached to the same Wi-Fi.  Router firmware is up-to-date and has been recently rebooted.  

I have now tested this scenario with the above mentioned 1.17 created world, new 1.18 created super-flat as well as a few mods.  Player seems to still get kicked on occasion, but unlike before, is usually able to rejoin without long reboots/closing the application.  "Unable to connect" and "outdated server" version has not been seen...but player disconnect still exists.

will verify tonight.  

Agreed.  The issues described in 149214 sound a lot like what we are experiencing.  The connectivity issues are another beast.  I will update the original description to reflect dupe elements of this report.

Adding this comment as it might help with some theories about dimensional travel.

PS4 - 1.17.41.  This bug might have occurred prior to .41 but this is a world with lots of play time and we don't visit the villagers/zombie spawner as much anymore.  In our world set-up, we always use the nether to get from our main base to the zombie spawner/trading hall combo.

Typically play split screen with 2 players, and sometimes with two others joined via Android (local WiFi).  This bug was first noticed during a play session with two split screen players on the PS4, and one connected via Android.  "Player 2" and Android user both experienced this bug when first encountered.  At that time, P2 opened up the spawning chamber to check for light levels and visually verify there were no spawns that might be missed through the tinted glass.  No spawns for approx 10 min.

Last night (split screen, 2 players, no others connected via WiFi) I had reason to head to the trading hall from our main base (nether travel) and upon reentry into the overworld, the zombie spawner was working as normal (spawns and rates).  I made some trades and killed some zombies then left to the main base (nether travel).  A short time later (10 min), I returned to the same hall/spawner (nether travel).  Made some more trades and afk'ed at the kill chamber for about 5 min while letting the dog out. Upon returning to the game, there were no zombies.  

I have not checked any other spawners in our world to verify functionality.  I have not yet seen the spawner work then stop while the chunk is loaded, and I have not seen a broken spawner magically start working while the chunk is loaded.

Unfortunately, I cannot provide the world off the PS4, but here are some details:

Seed: -1739651205

World Creation: 1.16, but I can't verify the exact version.

Main base overworld portal: -190, 65, -243

Z Spawner/Trading Hall overworld portal: -277, 29, -116

(Base and Spawner are not within sim distance as we have never entered the spawner with zombies already in the kill chamber)

We have no resource packs loaded.

Generally the problem before was that blobs were harder to find AND they were much smaller.  So when you did find them, it was less lucrative...a double whammy so to speak.  In worlds created in 1.17, I NEVER saw a Diamond blob larger than 3, and most were singles/doubles.  During the 1.17.0 diamond struggles, I saw that Java was having more success at lower levels...  On a world where I needed the "starter 5" diamonds (pick and enchanting table), I resorted to making a tunnel at Y5 below all my Y11 tunnels and had much more success finding ore, but still smaller blobs.

My testing is EXTREMELY small sample size and all anecdotal as I play on ps4, but can confirm that 1.17 ore blobs that were 1-3 on average are now almost all 4+ blob sizes on the same seed...  Sizes back to normal.  As to how many blobs I'm finding (the replace issue), I'm not sure I can comment on that yet.  But I stopped strip mining for tons of diamonds a long time ago and just exploit villager trading for diamond gear now.  I know not everyone plays that way.  Would be nice to know if the "Replace" part of the change is intended or also a bug.

PS4, 1.17.0.  During a thunderstorm, heard thunder nearby and then the sound of multiple cows on fire.  Went to underground animal pen and all 3 (newly acquired) cows were dead, hay bales and wood decoration blocks on ceiling and walls were on fire.  From the ground of the pen, there's 2 open air blocks, a top-half slab ceiling (2.5 height total) and a minimum of 6, max 10 solid blocks above the half slabs before you reach open air.  

Lightning rods now placed everywhere.  Also going to redesign bases with fire-breaks.  If I had not caught this fire, it would have taken out all of my early game storage.

My villagers are often caught sleeping on the floor, also.  This is different than 101202, as that one would show the villagers rocketing off into the distance if anything bumped their hitbox.

In this case, the villagers are stationary - though still able to be interacted with - but just out of bed.

Noticed this last night on PS4 split-screen (2 player).

We had noticed passive animal mobs (sheep, cows, pigs etc) disappearing in the past, but last night was the first time that we saw villagers disappear that could not be explained by other possible issues (the villagers flying out of beds issue from a month ago).

Villager Set-up:  We have approximately 19 villagers, each contained within a 3x3x1 (three deep, three high, 1 wide) "cell" with a bed, and one block of free space.  All cells are lit and the entire "trading hall" is lit.  There has never been any hostile mob spawns in our hall.  We have one additional breeding section that is approximately 8 x 3 x 3, also well lit.  This area contains 3 villagers, workstations and beds.  This area is completely walled off.

All villagers have been traded with and have professions/beds to sleep in.  The entire trading hall (25x3x8) has a captive portal exit, so one has to purposely try to let the villagers out for them to escape.  There are no other villagers within 200 blocks of this area.

We had a game crash two nights ago, but had traded with these villagers since.  When entering the hall last night, we had lost 4 villagers.  Two villagers from the cells were gone, and 2 of our 3 villagers in the breeding section were gone.  I tried breaking/replacing the beds, and they didn't reappear and there were no sparkles.  I released a villager from it's cell and opened the breeding doors, fed them some bread and they immediately filled the 4 available beds with fresh kids.  Somehow, the 4 original villagers are gone or too far out of the village to have claimed any beds.  

I need to check my chunk boundaries, but based on the position of the villagers lost, I'm not sure this is a chunk boundary issue.

This hall has been very stable for quite some time, to the point where we have barrels above each "cell" to contain the books/trading items for each villager.  Replacing the 4 villagers last night caused us to have to remove all barrels so the new kids wouldn't link to them as fishers.  Resetting new librarians is also a pain in the butt when you are looking for a specific book trade.  

I'm crossing my fingers that this is a one time thing, and doesn't happen more consistently.  

The previous observation was based on a world hosted from our PS4 that our family plays together (4 players total).  Prior to the .200 update, there were areas that would reliably contain certain types of mobs.  After the .200 update, these are noticeably empty.  I went to check some other worlds with other types of farms and they were not as affected as this one specific world.

The major difference is difficulty level.  Which I know affects mob spawning rates, but again, the observations were from prior play time on the world (Easy) to post .200.  Something is different.  The biggest example I can provide is where we have a double-blaze spawner that has been walled off to protect from the other areas of the nether fortress which would usually spawn wither skeletons and other mobs.  Prior to the .200 update, the skeletons would spawn reliably enough that we have a stash of 6 skulls from just this area alone.  Since the .200 update on Easy, there is not a single mob in the fortress.  No W.Skeles, no regluar skeles, no z.piglins, cubes or stray blaze.  EMPTY.  

To your question about farms and mob cap.  We have had a chicken cooker since before the update, so that's a constant variable (unless hatching rates have changed, thus more babies in the cooking-section.  I have added a cow and sheep farms, but that's only about 8-10 cows and 26 sheep. But those mobs were in other parts of our base prior to moving them into the farm, so again, constant from prior to .200. 

What have done since reporting?  Well, this has been an opportunity to crank the difficulty up to normal and teach the kids how to defend themselves better.  At normal, spawn rates are what I would expect.  Creeper farm produces what the same farm in another "normal" world produces.  Were spawning rates for Easy adjusted in .200?  I didn't see that in the change long (or didn't notice, it very well could be there and I missed it).  

PS4 updated yesterday to .200.  I did not see this issue at all, nor the "suspected" related issues with other entities.  Played for a few hours last night.  Things that seemed better:

  • Villagers weren't Insomniac Supermanning all over the map.  They were in their beds.  I even let the cats roam free and they didn't rocket my mending dude off in to the ether.

  • Minecarts for farm item collection ran without pause...  There were times where all entities would "freeze" visually, but were still active (picking up items, or golems attacking me when they thought I hit a villager).  I didn't experience this once last night, and it was a common occurrence 

  • Packed animal farms (chicken cookers, cow breeding) had zero entities visually glitching out of their containment zones.  No warping chickens/cows through my base.  Same for mob farms with packed mob collection areas.

  • Overall visual performance was MUCH better.  .100 update had been super laggy/unstable with split screen and others joined on world hosted on PS4.  

Overall, small experience with .200 last night.  Massive improvement over previous update.  I have not gone into creative to try to force the issue so can't 100% say fixed, but it feels fixed.

[edited for clarity on last bullet]

Recently, Android versions were updated to 1.16.101.  PS4 has not received this update yet.  

Prior to the 101 update, we would all play on local Wi-Fi together with never an issue.

Since the 101 update, the Android clients can't see the world(s) hosted on the PS4.  Android can see each other, and if they host a world, PS4 can see/join.  

Unfortunately this doesn't help us all play the world we have been working on for months.  

I'm cross posting this comment from MCPE-108727 as that's the most relevant issue that I got when searching for "1.16.101 PS4"...  I only found this issue after heading to one discussing Switch and PS4 cross play.  I'm not sure if this is a precise duplicate, but most of what I read in the initial comments and pinned work-around do not (or should not) apply to local connectivity.

UPDATE: After downloading the .200 update on PS4, we saw the issue I was experiencing was still a problem.  Tablets couldn't connect to our world on PS4.  On a whim, I decided to go to the world settings at the selection screen.  Multiplayer was still enabled.  I toggled it off and back on and tried again.  Tablets could then immediately see the world when loaded.  I have no idea what or why this fixed it...  Keeping prior text for historical.  Feel free to delete this comment as needed.

Recently, Android versions were updated to 1.16.101.  PS4 has not received this update yet.  

Prior to the 101 update, we would all play on local Wi-Fi together with never an issue.

Since the 101 update, the Android clients can't see the world(s) hosted on the PS4.  Android can see each other, and if they host a world, PS4 can see/join.  

Unfortunately this doesn't help us all play the world we have been working on for months.  

UPDATE: After downloading the .200 update on PS4, we saw the issue I was experiencing was still a problem.  Tablets couldn't connect to our world on PS4.  On a whim, I decided to go to the world settings at the selection screen.  Multiplayer was still enabled.  I toggled it off and back on and tried again.  Tablets could then immediately see the world when loaded.  I have no idea what or why this fixed it...

Reading through the comments.  Some have claimed the villager is still "there".  Playing last night I experienced this on two occasions with some legacy farmer villagers (I have been trying to keep them alive for the egg trade).  BLUF: Sometimes they are still there and can re-claim beds/jobs, sometimes they are completely gone and immediately replaced by breeder team.  I lost my 2 golden carrot, 1 sharpness V and one feather falling iv villager.

Came to my villager trading area and noticed one of my breeder villagers was gone.  Broke the bed and replaced and no sparkle particles.  They are gone.  In an effort to move an existing farmer to the breeding area, I placed a bed in an intermediate area and upon running near the villager, they rocketed into the wall.  Grabbed another villager's bed and did the same thing, same result.  Broke the 2 temp beds and replaced and got sparkles.  So I've got both "invisible but stull there" and "completely gone" villagers.  W/r/t the invisible-but-still-there, I left, re-loaded a few times and even closed the game and re-loaded and they were still invisible and unable to be traded with.  They took an arrow to the knee and were immediately replaced by breeder team.  

Side note, this infuriated the 2 golems that spawn in the trading area and their models were frozen in a corner but they could follow me around and attack me invisibly.  Reloading the game did fix this issue and I was able to tie them up out of the way.

While trying to re-establish the now "gone" villagers, one of my librarians was jettisoned into the here-after by a chicken.  This villager's bed was broken and replaced and no sparkles...  Breeder team started work on replacing this villager immediately.

Until this is fixed, I guess I need to remove all chickens and cats and block off normally open single block areas that these mobs could use to get to the beds.  I am only posting to make it clear that in some, not all, cases, the villagers are completely removed from the game (or moved so far out as to not be part of the village any more).

Had this issue pop up a few times since the button combo update.  The button combo worked a couple times but now no longer works. I can only hold those buttons for so long.

 

Back to uninstalling\reinstalling I guess.