How many villagers are there in the world? Because the game caps-out at 50. After that... well, there is no after that - they just won't breed anymore (even if they still show hearts).
As for the zombies, that's called a "zombie siege" and will occur naturally on occasion.
Thanks for your info! We've explored the whole map, and there's only one other populated village, which has only a single villager in it. Our village has only about 25 villagers.
Hilariously, after a lot of tinkering last night, just NOW as I came to read responses, we finally had 2 babies in the village. Right after another zombie siege. So that's interesting.
I am having trouble uploading worlds to my Xbox one.....it says "upload failed. Try again later." it has been saying this since the update. And I am also still not able to take screenshots. It goes through all the motions but the shots never appear on my Facebook wall. Am I the only one this happens to???
Looks like alot of things were fixed, patch has been sent over to M$ for certification, but sadly looks like witch huts did NOT get fixed, or at least its not on the list. If this is the case I'm going to be rather angry. Many of us here have posted links to farms showing that witches can be efficiently farmed via witch huts, others provided links to wiki supporting how they should work, ect.
I have to agree with you here. This is seriously disappointing. There is a good deal of evidence out there saying witches were spawning in witch huts way before 1.6.4. I'm not sure where the disconnection is, but I'm hoping that this was fixed and not in the changelog. Bringing forward the change to spawn witches anywhere without fixing witch huts seems kinda backwards.
Don't get me wrong I'm happy for the bug fixes, but witch huts were one of the features I was seriously looking forward to.
This video probably shows it best as it is using a PC Mod that actually shows which MOBs are eligible to spawn in various areas while building a Witch spawning platform. This video is over 2 years (Oct 27, 2012) old back when 1.4.2 first came out.
...and this video shows it clearly working in Version 1.6+ back from July 25, 2013 (current upto v. 1.4.7):
I wasn't really excited about witch's or horses to begin with so I guess my opinion doesn't carry much weight when I say "What's the big deal?" Sure, I understand it's disappointing that Witch huts aren't being fixed this update, but there are a ton of other things that TU19 added that can occupy a player's time. Would it really kill you to wait another month or two for a Witch farm?
I wasn't really excited about witch's or horses to begin with so I guess my opinion doesn't carry much weight when I say "What's the big deal?" Sure, I understand it's disappointing that Witch huts aren't being fixed this update, but there are a ton of other things that TU19 added that can occupy a player's time. Would it really kill you to wait another month or two for a Witch farm?
Your not seeing the full light here, they are (4J studios) claiming that witch huts don't spawn witches, they can't get witches to spawn using a witch farm setup that others seem to have no problems getting to work. Its not a matter of waiting its a matter of that they aren't going to fix it cause they believe its not broken. I also have a funny feeling that wither skeletons also were not fixed the way they are supposed to, or should I say neither fortresses. I guess we will find out when the bug fix actually lands.
But this is a big deal, its an important farm that can supply alot of resources that otherwise take considerable time to produce. I specifically chose my next seed based on a quad witch farm, so its very important to me, and my team, and its quite obvious that its important to others as well.
Personally, I don't mind waiting... but I think one of the problems is that some of the developers are doubting that it actually works that way on the PC side, and seem to be unwilling to fix what is seen as not being broken in the first place, even though there is ample evidence to the contrary. If it does get swept under the carpet and at least not acknowledged, then it might not come at all in any update now or in the future.
I don't think it is going to be fixed in this next TU, as I didn't see it listed in the things that were fixed, however, I'd like to see that this issue doesn't get overlooked either. Personally, I'd be happy if it was just acknowledged and put on the to-do list for future fixes, or at the very least, come out and say, "We acknowledge that it does work this way on the PC, but for various coding reasons, it will not be implemented that way on the console," but at least acknowledge that it at least works that way on the PC side, one way or the other.
Deliberately and intentionally deciding not to incorporate a feature that exists on the PC side is one thing (like writing text in a book using a quill), and denying that a feature works at all on the PC side when all the evidence points to the contrary is quite different.
While this seems like a bit of a rant, I do have to agree. I took the time to screenshot witches spawning in huts in version 1.6.4 after 4jsteve stated that this wasn't possible and didn't receive any kind of response. The only bugs added to the list on this forum were from the first guy who posted and that was done over the course of two weeks. Makes you question how much effort they really are putting into the console editions of minecraft.
Actually within this thread we had quite a large discussion in regards to witch spawning, I tested witch farms on both console and PC.
Stu has been through the code multiple looking for any differences and found none - We brought forward changes from future updates so Witches would spawn within the players worlds (Which is the main issue currently).
I have no doubt witch hut farms work (Video evidence shows this) - However, on our end the witch code matches 1.6.4 so other limits within the Console edition must be affecting this.
The issue definitely isn't being overlooked, I've put a lot of time into speaking with various users regarding this and implementing witch farms.
We had too make a decision regarding the Bug fix however and with other issues being a larger priority for users (Crashes, Pistons etc...) we couldn't delay the fix any further.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Your not seeing the full light here, they are (4J studios) claiming that witch huts don't spawn witches, they can't get witches to spawn using a witch farm setup that others seem to have no problems getting to work. Its not a matter of waiting its a matter of that they aren't going to fix it cause they believe its not broken. I also have a funny feeling that wither skeletons also were not fixed the way they are supposed to, or should I say neither fortresses. I guess we will find out when the bug fix actually lands.
But this is a big deal, its an important farm that can supply alot of resources that otherwise take considerable time to produce. I specifically chose my next seed based on a quad witch farm, so its very important to me, and my team, and its quite obvious that its important to others as well.
In regards to Wither skeletons - The fix we have added in is currently the best way to remedy the problems we had with Wither Skeleton spawning.
Wither skeletons will spawn within the players Nether and allow players who previously couldn't find them access the Wither.
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I don't think it is going to be fixed in this next TU, as I didn't see it listed in the things that were fixed, however, I'd like to see that this issue doesn't get overlooked either. Personally, I'd be happy if it was just acknowledged and put on the to-do list for future fixes, or at the very least, come out and say, "We acknowledge that it does work this way on the PC, but for various coding reasons, it will not be implemented that way on the console," but at least acknowledge that it at least works that way on the PC side, one way or the other.
I'll be revisiting this issue for the next update, delaying the current bug fix wasn't an option however due to much more severe bugs.
I can see from video evidence that witch farms work on PC - There is however a lot more too it on Console Edition that will take a larger amount of investigation to come to the root cause.
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
In regards to Wither skeletons - The fix we have added in is currently the best way to remedy the problems we had with Wither Skeleton spawning.
Wither skeletons will spawn within the players Nether and allow players who previously couldn't find them access the Wither.
So in reality, the issue here really is 'structures'. I'm assuming that 4J studios got patch notes and diffs between versions, and your not having to 'code' everything on the fly entirety for console versions, and that there is some 'code conversion' going on behind the sceens.
With this said, its VERY important to note that when 1.6 released, and 1.7 was on the horizon, KaboPC, discovered that there were 'upcoming' issues with 1.7 structures, kabo later helped dinnerbone come up with a kinda fix for it by writing 'structure' files out. You can find most of these in any 1.7 or 1.8 map that you load, and visit an area that contains structures you will find such a file exists on with the map location. They pretty much mark out all the areas of neither fortresses, witch huts, desert and jungle temples, and even villages. These allow the game to know where unique spawns can take place, such as wither skeletons, blazes, for neither fortresses, and witches for witch huts. If the game isn't keeping track of these, when guardians arrive your going to be in the same boat as now. Perhaps I'm wrong and your already tracking such structures, i'm just guessing as this was the same issue that was going to plaque the PC version awhile back.
P.S. At least you acknowledge that there is an issue with witch huts, and a temp fix for them and wither skeletons is better then none. I'd be more the happy help in any way i can should you require it.
Here is an actual bug report in respects to wither skeletons.
I haven't been here for a while since I expected more redundancy.
It's actually really nice to see various forum members and game staff discussing the issues about both PC and console while I sit here like a semi-clueless idiot.
Just a small thing I noticed. The released list of bug fixes doesn't include the one about spawners ignoring the mob cap. I was just wondering if it has been implemented?
Also three of the texture packs do not currently have titles on the selection menu, these are packs that I only have the 'demo' form of so I'm not sure if the titles are there for the full versions or not.
Thanks for all your work with this update, can't have been easy with the amount of reported bugs.
The cap was fixed yea - Certain bugs were missed from the change list for some reason.
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I'll be revisiting this issue for the next update, delaying the current bug fix wasn't an option however due to much more severe bugs.
I can see from video evidence that witch farms work on PC - There is however a lot more too it on Console Edition that will take a larger amount of investigation to come to the root cause.
Thanks, I appreciate the feedback/acknowledgement, and I understand that there are often complications in the conversion and porting of software not only across languages but also across hardware platforms as well.
You guys are doing an awesome job...which I know can feel/seem thankless at times, but really, you guys are awesome!!!
hey i went back to one of my pre tu 16 worlds to try out my boatride and i had it where there were cobwebs and after a while a boat was caught in the cobweb and at the bottom was lava but the strangest thing happened the boat fell in lava and the entire xbox crashed thought id tell ya about it and also depending on how far you are on the y axis when u place beacons determines their max render distance if you build one at the build limit then the beacon will render up to 510 just one layer lower from the height limit
The adventure modd glitch is actually useful, will they fix it? I am in creative mode while others in adventure. It is good! Please do not fix it! Do not fix it 4j!!
Witch huts and nether fortresses are technical biomes, I believe. Witch hut biomes deter any mob, other than witches, from spawning, while nether fortreses allow wither skeletons and blazes to spawn. Whereas villagers spawn with the village (Which is nothing but a structure) itself. I feel that this may be the case with the wither skeletons.
Another troubleshooting method should be to check between the blaze spawn code and the wither skeleton code, and look for any differences in that.
So my theory is that wither skeletons might have had some small oversight. It seems that they've been programmed to spawn with the structure itself, and not coded to respawn. Or, it it has, some of the spawning eligibility may conflict itself. Perhaps fortresses have some tag that prevents anything other than blazes, magma cubes and pigmen from spawning in it.
Because if the spawn code is the same for both Tue Xbox and PC, there must be some other factor outside of the wither skeleton that bugs the spawning.
Witch huts and nether fortresses are technical biomes, I believe. Witch hut biomes deter any mob, other than witches, from spawning, while nether fortreses allow wither skeletons and blazes to spawn. Whereas villagers spawn with the village (Which is nothing but a structure) itself. I feel that this may be the case with the wither skeletons.
Villager spawning (beyond the initial loaded chunk) doesn't really occur, they breed, and don't really need a 'village technical biome' for that to occur. they just need qualified houses to exceed 3x the number of active villagers in the radius of the village itself.
A better analogy to me would be that this is more similar to how slimes can spawn in swamp biomes between Y=50 to y=70 in low light conditions.
Here, there is a defined footprint for the biome itself (X and Z coordinates) as well as a height restriction (only within a certain Y range).
Similarly, the witch hut is a rectangular (7x9 X/Z) region footprint, with a height restriction of 5 blocks (such as between Y=64 and Y=69).
So... unless and/or until the generated structure data file format is working correctly for spawning purposes, it seems to be that the spawning mechanics from the slimes in the swamp biome could be borrowed in these regions and define them as their own biomes separate from the swamp (or the Fortress as a separate biome from the Nether) itself to better control which MOBs are specifically allowed to spawn in these areas.
Thanks for your info! We've explored the whole map, and there's only one other populated village, which has only a single villager in it. Our village has only about 25 villagers.
Hilariously, after a lot of tinkering last night, just NOW as I came to read responses, we finally had 2 babies in the village. Right after another zombie siege. So that's interesting.
JR;)
There is a whole forum dedicated to the PS4 here:
http://www.minecraftforum.net/forums/minecraft-playstation-4-edition
... and bugs for the PS4 can be reported here:
http://www.minecraftforum.net/forums/minecraft-playstation-4-edition/mcps4-recent-upcoming-updates/2204460-minecraft-ps4-edition-official-bugs-list-1-12
I have to agree with you here. This is seriously disappointing. There is a good deal of evidence out there saying witches were spawning in witch huts way before 1.6.4. I'm not sure where the disconnection is, but I'm hoping that this was fixed and not in the changelog. Bringing forward the change to spawn witches anywhere without fixing witch huts seems kinda backwards.
Don't get me wrong I'm happy for the bug fixes, but witch huts were one of the features I was seriously looking forward to.
...and this video shows it clearly working in Version 1.6+ back from July 25, 2013 (current upto v. 1.4.7):
Your not seeing the full light here, they are (4J studios) claiming that witch huts don't spawn witches, they can't get witches to spawn using a witch farm setup that others seem to have no problems getting to work. Its not a matter of waiting its a matter of that they aren't going to fix it cause they believe its not broken. I also have a funny feeling that wither skeletons also were not fixed the way they are supposed to, or should I say neither fortresses. I guess we will find out when the bug fix actually lands.
But this is a big deal, its an important farm that can supply alot of resources that otherwise take considerable time to produce. I specifically chose my next seed based on a quad witch farm, so its very important to me, and my team, and its quite obvious that its important to others as well.
I don't think it is going to be fixed in this next TU, as I didn't see it listed in the things that were fixed, however, I'd like to see that this issue doesn't get overlooked either. Personally, I'd be happy if it was just acknowledged and put on the to-do list for future fixes, or at the very least, come out and say, "We acknowledge that it does work this way on the PC, but for various coding reasons, it will not be implemented that way on the console," but at least acknowledge that it at least works that way on the PC side, one way or the other.
Deliberately and intentionally deciding not to incorporate a feature that exists on the PC side is one thing (like writing text in a book using a quill), and denying that a feature works at all on the PC side when all the evidence points to the contrary is quite different.
Actually within this thread we had quite a large discussion in regards to witch spawning, I tested witch farms on both console and PC.
Stu has been through the code multiple looking for any differences and found none - We brought forward changes from future updates so Witches would spawn within the players worlds (Which is the main issue currently).
I have no doubt witch hut farms work (Video evidence shows this) - However, on our end the witch code matches 1.6.4 so other limits within the Console edition must be affecting this.
The issue definitely isn't being overlooked, I've put a lot of time into speaking with various users regarding this and implementing witch farms.
We had too make a decision regarding the Bug fix however and with other issues being a larger priority for users (Crashes, Pistons etc...) we couldn't delay the fix any further.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
In regards to Wither skeletons - The fix we have added in is currently the best way to remedy the problems we had with Wither Skeleton spawning.
Wither skeletons will spawn within the players Nether and allow players who previously couldn't find them access the Wither.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I'll be revisiting this issue for the next update, delaying the current bug fix wasn't an option however due to much more severe bugs.
I can see from video evidence that witch farms work on PC - There is however a lot more too it on Console Edition that will take a larger amount of investigation to come to the root cause.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
So in reality, the issue here really is 'structures'. I'm assuming that 4J studios got patch notes and diffs between versions, and your not having to 'code' everything on the fly entirety for console versions, and that there is some 'code conversion' going on behind the sceens.
With this said, its VERY important to note that when 1.6 released, and 1.7 was on the horizon, KaboPC, discovered that there were 'upcoming' issues with 1.7 structures, kabo later helped dinnerbone come up with a kinda fix for it by writing 'structure' files out. You can find most of these in any 1.7 or 1.8 map that you load, and visit an area that contains structures you will find such a file exists on with the map location. They pretty much mark out all the areas of neither fortresses, witch huts, desert and jungle temples, and even villages. These allow the game to know where unique spawns can take place, such as wither skeletons, blazes, for neither fortresses, and witches for witch huts. If the game isn't keeping track of these, when guardians arrive your going to be in the same boat as now. Perhaps I'm wrong and your already tracking such structures, i'm just guessing as this was the same issue that was going to plaque the PC version awhile back.
P.S. At least you acknowledge that there is an issue with witch huts, and a temp fix for them and wither skeletons is better then none. I'd be more the happy help in any way i can should you require it.
Here is an actual bug report in respects to wither skeletons.
https://bugs.mojang.com/browse/MC-15547
It's actually really nice to see various forum members and game staff discussing the issues about both PC and console while I sit here like a semi-clueless idiot.
Stay fluffy~
The cap was fixed yea - Certain bugs were missed from the change list for some reason.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Thanks, I appreciate the feedback/acknowledgement, and I understand that there are often complications in the conversion and porting of software not only across languages but also across hardware platforms as well.
You guys are doing an awesome job...which I know can feel/seem thankless at times, but really, you guys are awesome!!!
1. When fighting the Ender Dragon, hitting it with a sword doesn't deal any type of damage.
2. Occasionally, when loading a world in the City Texture Pack, it will freeze your Xbox, this has been happening since the last update.
The difficult we do immediately. The impossible takes a little longer.
Another troubleshooting method should be to check between the blaze spawn code and the wither skeleton code, and look for any differences in that.
So my theory is that wither skeletons might have had some small oversight. It seems that they've been programmed to spawn with the structure itself, and not coded to respawn. Or, it it has, some of the spawning eligibility may conflict itself. Perhaps fortresses have some tag that prevents anything other than blazes, magma cubes and pigmen from spawning in it.
Because if the spawn code is the same for both Tue Xbox and PC, there must be some other factor outside of the wither skeleton that bugs the spawning.
Villager spawning (beyond the initial loaded chunk) doesn't really occur, they breed, and don't really need a 'village technical biome' for that to occur. they just need qualified houses to exceed 3x the number of active villagers in the radius of the village itself.
A better analogy to me would be that this is more similar to how slimes can spawn in swamp biomes between Y=50 to y=70 in low light conditions.
Here, there is a defined footprint for the biome itself (X and Z coordinates) as well as a height restriction (only within a certain Y range).
Similarly, the witch hut is a rectangular (7x9 X/Z) region footprint, with a height restriction of 5 blocks (such as between Y=64 and Y=69).
So... unless and/or until the generated structure data file format is working correctly for spawning purposes, it seems to be that the spawning mechanics from the slimes in the swamp biome could be borrowed in these regions and define them as their own biomes separate from the swamp (or the Fortress as a separate biome from the Nether) itself to better control which MOBs are specifically allowed to spawn in these areas.