I have no normal guardians in any water monuments both on old maps and new maps. The elder guardian is there but none of the normal guardians. Anyone else having this issue? Fixes? Advice? Help?
Same here but seriously did you expect them to work. When 4j added the wither skeletons look how messed up they were. Spawned one time then never again. Same with witches. Seriously 4j it takes you how long to work on a update and you say about bug testing. What bug testing we do that for you obviously. I'm building a PC so when there is a problem mojang will be in charge and actually do something about it.
They did much more then that, when the title update rolled out, that introduced 'witch huts' and 'neither fortresses', they missed a key update that actually generated a file on the pc that wrote out a structure file.
So lets go back a few versions to just before witches and neither fortresses were ready to come out for the pc. MC introduced a structure file, which more or less marks key areas of the world, weather its in the end, neither, or overworld. Once an area was marked, it could behave differently then the rest of the world. Minecraft mostly uses these areas to spawn different mobs. For example witch area would only spawn witches, and neither fortress areas could spawn neither skeletons. Without this structure data, there's no way minecraft can tell any location from any other location.
So why am I telling you this? Well when 4J released the update to give us witches and neither fortresses, they didn't include any such structure data writing code, and in essence they had no way of telling where to spawn unique mobs. I believe they fixed this in a later patch, but to make it so things worked for everyone they had to write a unique mob generating system. This is why on some older maps you will find fortress mobs spawning everywhere within the neither. Witch hut locations can easily be figured out by running the seed through the world gen to find the location of the huts, but sadly this means that the world needs to constantly look to see if the cords around the player are unique in any way. In essence they had to interject a lot of code into the spawning algorithm and its my guess this slowed down mob spawning. Its my guess that all these additional check they had to do required pretty much that the spawn algorithm run at half its old speed.
Anyone who knows me knows that I pride myself on attempting to get the most efficient farm designs as possible both in spawning, killing and collection. I did alot of math and pretty much equals out that mobs are spawning at half the speed they used to, which is clearly evident in endermen farms. Another issue that I noticed when testing was that mobs at a good distance from the player took 2x longer to despawn then used to, which is again impacting spawn rates as mob caps take longer to decrease with respects to despawning due to distance.
As to why you are not getting guardians, my guess is that you have hit the mob cap already, and thus guardians can't spawn. I would try lighting up caves in the area and see if that helps, but its only a guess. Hope it helps.
I hope when they fix the guardian bug they rest the elder guardians as well. Correct me if im wrong but each monument will have 3 elder guardians and once they are killed they wont respawn. If that is correct i really hope they reset the elders as well.
i believe we are both on the same page, my witch farm has a area of 144 blocks dug out to bedrock on every side and I am still disappointed in the spawn rates. Yes everything has slowed down witches endermen spawnes still don't seem right. I'm building a pc and going that route I should have saved my money not bought the Xboxone and this game after dealing with 4j on the 360. Best of all the tweeted hey we will be back in the new year to fix all these bugs. So basically oops we gave it to you again but we are taking a break sorry to the people
that can't play the game but hey we got money from you already so who cares bye. Microsoft why don't you find someone who can actually handle the job because 4j can't release a single update that doesn't have game breaking bugs
Well its not all 4J's fault so to speak. The PC version gradually went through version by version, and evolved at a nice slow place, when 'key issues' arose such as structures those were dealt with in 1 version, and since the PC versions took much longer to get then we are getting them (believe it or not), everyone had time to acquire that update and thus save their structure files. We on the other hand are jumping 2 versions or more and getting some things brought forward. I've been saying for ages that this is a bad thing, but was ignored.
4J 'COULD' fix it so that it worked right, but in doing so any worlds that didn't have proper structure data written out would not work as the user wants, for example, if a user had a world that was created before the patch came out that wrote out structure files, then his neither fortresses would NOT generate wither skeletons, blazes (except via spawner), ect within the neither fortresses. Witch huts and water temples are kinda exceptions to the rule as they are actually based and calculated by the seed. To make matters worse 4J seems to think that there is nothing wrong with the spawning system (or at least are pretending nothing is wrong). I don't mind the console version, but I did upgrade specifically because I figured that on the new console the limits would be higher mobs, both passive and not, as well as entities. Considering that the (xbox 1 and ps4) versions act more like the PC version there is no reason why limits can't be increased. I mean that on the xbox 360, and ps3 once a chunk is loaded it remains in memory for the duration of the game time, where xbox 1 and ps4 actually unload chunks that are a certain distance away from the player. The exception to the rule of course is that we don't have active spawn chunks, (which sucks).
I haven't seen guardians either and I have also not seen any sponges that were promised to be in the ocean monuments. I have at least 4 on my map and none of them have any sponges which is annoying since I want to shrink one of my oceans.
So I found some guardians spawning in a few water streams in a ravine and I made a quick farm out of them that produced about a double chest of items in like 20 minutes. After the latest update, the farm stopped spawning guardians completely.
Yeah. Me and my girlfriend have spent several days creating a guardian spawner to get prismarine flr building. Worked for about 7 hours, the the update came and no more guardians. We both now lack the motivation to build anything more until it's fixed.
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Not fixed for me. Although they're saying that it's fixed, and I'm guessing that they're going to sweep us poor mugs who it's not working for under the rug so they can move on to breaking something else. Sorry to be pessimistic. Very upset. Spent a long time building this farm, and these forums give me no cause to believe it'll ever be fixed.
I have a world that I started when the game was first released on the xbox one. I found a location of where an ocean monument should be on my seed and built a guardian farm. It was spawning guardians until the update killed it and despite the most recent update fix apparently fixing this bug guardians still do not spawn in my farm.
Is there anything that I can do to get this working again or do I need to start a new world in order to have a guardian farm?
I have no normal guardians in any water monuments both on old maps and new maps. The elder guardian is there but none of the normal guardians. Anyone else having this issue? Fixes? Advice? Help?
thx,
nick
I am also having this issue, have come across 2 monuments on a new world and both have only contained the elder guardian.
Same here but seriously did you expect them to work. When 4j added the wither skeletons look how messed up they were. Spawned one time then never again. Same with witches. Seriously 4j it takes you how long to work on a update and you say about bug testing. What bug testing we do that for you obviously. I'm building a PC so when there is a problem mojang will be in charge and actually do something about it.
They did much more then that, when the title update rolled out, that introduced 'witch huts' and 'neither fortresses', they missed a key update that actually generated a file on the pc that wrote out a structure file.
So lets go back a few versions to just before witches and neither fortresses were ready to come out for the pc. MC introduced a structure file, which more or less marks key areas of the world, weather its in the end, neither, or overworld. Once an area was marked, it could behave differently then the rest of the world. Minecraft mostly uses these areas to spawn different mobs. For example witch area would only spawn witches, and neither fortress areas could spawn neither skeletons. Without this structure data, there's no way minecraft can tell any location from any other location.
So why am I telling you this? Well when 4J released the update to give us witches and neither fortresses, they didn't include any such structure data writing code, and in essence they had no way of telling where to spawn unique mobs. I believe they fixed this in a later patch, but to make it so things worked for everyone they had to write a unique mob generating system. This is why on some older maps you will find fortress mobs spawning everywhere within the neither. Witch hut locations can easily be figured out by running the seed through the world gen to find the location of the huts, but sadly this means that the world needs to constantly look to see if the cords around the player are unique in any way. In essence they had to interject a lot of code into the spawning algorithm and its my guess this slowed down mob spawning. Its my guess that all these additional check they had to do required pretty much that the spawn algorithm run at half its old speed.
Anyone who knows me knows that I pride myself on attempting to get the most efficient farm designs as possible both in spawning, killing and collection. I did alot of math and pretty much equals out that mobs are spawning at half the speed they used to, which is clearly evident in endermen farms. Another issue that I noticed when testing was that mobs at a good distance from the player took 2x longer to despawn then used to, which is again impacting spawn rates as mob caps take longer to decrease with respects to despawning due to distance.
As to why you are not getting guardians, my guess is that you have hit the mob cap already, and thus guardians can't spawn. I would try lighting up caves in the area and see if that helps, but its only a guess. Hope it helps.
No Guardians in monuments. NICE. create a farm before there back
I hope when they fix the guardian bug they rest the elder guardians as well. Correct me if im wrong but each monument will have 3 elder guardians and once they are killed they wont respawn. If that is correct i really hope they reset the elders as well.
No elder guardians do not reset, they are more or less there to guard the sponges, which are extremely valuable if you have water to remove.
Cire
i believe we are both on the same page, my witch farm has a area of 144 blocks dug out to bedrock on every side and I am still disappointed in the spawn rates. Yes everything has slowed down witches endermen spawnes still don't seem right. I'm building a pc and going that route I should have saved my money not bought the Xboxone and this game after dealing with 4j on the 360. Best of all the tweeted hey we will be back in the new year to fix all these bugs. So basically oops we gave it to you again but we are taking a break sorry to the people
that can't play the game but hey we got money from you already so who cares bye. Microsoft why don't you find someone who can actually handle the job because 4j can't release a single update that doesn't have game breaking bugs
Well its not all 4J's fault so to speak. The PC version gradually went through version by version, and evolved at a nice slow place, when 'key issues' arose such as structures those were dealt with in 1 version, and since the PC versions took much longer to get then we are getting them (believe it or not), everyone had time to acquire that update and thus save their structure files. We on the other hand are jumping 2 versions or more and getting some things brought forward. I've been saying for ages that this is a bad thing, but was ignored.
4J 'COULD' fix it so that it worked right, but in doing so any worlds that didn't have proper structure data written out would not work as the user wants, for example, if a user had a world that was created before the patch came out that wrote out structure files, then his neither fortresses would NOT generate wither skeletons, blazes (except via spawner), ect within the neither fortresses. Witch huts and water temples are kinda exceptions to the rule as they are actually based and calculated by the seed. To make matters worse 4J seems to think that there is nothing wrong with the spawning system (or at least are pretending nothing is wrong). I don't mind the console version, but I did upgrade specifically because I figured that on the new console the limits would be higher mobs, both passive and not, as well as entities. Considering that the (xbox 1 and ps4) versions act more like the PC version there is no reason why limits can't be increased. I mean that on the xbox 360, and ps3 once a chunk is loaded it remains in memory for the duration of the game time, where xbox 1 and ps4 actually unload chunks that are a certain distance away from the player. The exception to the rule of course is that we don't have active spawn chunks, (which sucks).
Anyhow i'll leave it at that.
I haven't seen guardians either and I have also not seen any sponges that were promised to be in the ocean monuments. I have at least 4 on my map and none of them have any sponges which is annoying since I want to shrink one of my oceans.
I am have the same trouble. No sponges, guardians or elder guardians
It's fixed. The guardians are back. My monument has sponges and guardians now
It's fixed on playstation but not xbox. Just checked and the xbox version still hasn't got the update.
It is back after the latest update. No more Guardians spawning. And no, it's not mob cap.
Yes same issues at my guardian farm
So I found some guardians spawning in a few water streams in a ravine and I made a quick farm out of them that produced about a double chest of items in like 20 minutes. After the latest update, the farm stopped spawning guardians completely.
Yeah. Me and my girlfriend have spent several days creating a guardian spawner to get prismarine flr building. Worked for about 7 hours, the the update came and no more guardians. We both now lack the motivation to build anything more until it's fixed.
It's fixed! Thank you 4J!
Not fixed for me. Although they're saying that it's fixed, and I'm guessing that they're going to sweep us poor mugs who it's not working for under the rug so they can move on to breaking something else. Sorry to be pessimistic. Very upset. Spent a long time building this farm, and these forums give me no cause to believe it'll ever be fixed.
I have a world that I started when the game was first released on the xbox one. I found a location of where an ocean monument should be on my seed and built a guardian farm. It was spawning guardians until the update killed it and despite the most recent update fix apparently fixing this bug guardians still do not spawn in my farm.
Is there anything that I can do to get this working again or do I need to start a new world in order to have a guardian farm?