They should, but the thing is, not everyone WANTS everything in a world. Some may want an all-forest world or something like that, which would then become essentially impossible if everything were to generate in each seed.
A workaround is needed, but I doubt that we'll get one. ._.
So witches should be able to spawn with the darkness mobs soon. Can't wait. They can clog up standard mob grinders that use a drop around 22. I think they're drop height to kill is close to 30 blocks; 28ish.
January 16th? That's been and gone. Is that the release date or just the date the info was posted because I haven't had the update appear yet? Sorry if this was a dumb question
January 16th? That's been and gone. Is that the release date or just the date the info was posted because I haven't had the update appear yet? Sorry if this was a dumb question
January 16 was the release date that 4J sent TU20 to Microsoft for Cert Testing... once that passes, they should distribute it some time shortly after that. If, for some reason, it doesn't pass Cert Testing, 4J will have to review the Update code and address the concerns raised by Microsoft that prevent Certification and then resubmit it for further Certification Review to Microsoft.
Unfortunately, the issue with Witch Huts (and Nether Fortress) on consoles turns out to be bigger than 4J anticipated. TU20 will pull forward the update that includes Witches as a rarely occurring Overworld hostile mob. So they'll have a chance to spawn in low-light conditions, (mob farms, etc.), but still not inside Witch Huts ... yet (hopefully).
For those interested, I've copy/pasted Witch-related discussion from the TU19 Official Bug thread below, as TU20 should be available soon, and it seemed more relevant to include it here anyway:
Quote from 4JSteve�
I can see from video evidence that witch farms work on PC - There is however a lot more to it on Console Edition that will take a larger amount of investigation to come to the root cause.
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.
Quote from DrAtomic1�
... have you guys checked out the data files to see if the structure data is actually in the data files and is being read correctly?
Sounds to me like the witch issue and the wither issue are the same issue.
Quote from Cire360�
So in reality, the issue here really is 'structures' ...
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 [and] 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.
Quote from WoodBlock�Witch huts and nether fortresses are technical biomes, I believe. Witch hut biomes deter any mob, other than witches, from spawning, while nether fortresses allow wither skeletons and blazes to spawn ... 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, if 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 Xbox and PC, there must be some other factor outside of the wither skeleton that bugs the spawning.
Quote from GregNelsonjump
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.
A lot of what was discussed above makes sense to me! In addition to containing the spawn information needed for certain technical biomes, the structure data is also capable of implementing changes/updates to previously-loaded chunks in old worlds without destroying the terrain or player's builds. I remember when Etho was testing one of the pre-1.8 Snapshots. The underwater Temple itself would not appear in his world because the chunks had already been loaded, but the Guardian mobs still spawned because the structure data allowed them to. In this regard, proper structure data should theoretically allow Witches to spawn in old worlds with previously-loaded Swamp chunks, but only in the exact spot where Witch Huts would normally appear during initial chunk loading, (or if you create a new world with that seed).
To see this demonstrated, get your snacks and watch from 05:18 to 08:30 of this video:
A workaround is needed, but I doubt that we'll get one. ._.
Stay fluffy~
So witches should be able to spawn with the darkness mobs soon. Can't wait. They can clog up standard mob grinders that use a drop around 22. I think they're drop height to kill is close to 30 blocks; 28ish.
January 16 was the release date that 4J sent TU20 to Microsoft for Cert Testing... once that passes, they should distribute it some time shortly after that. If, for some reason, it doesn't pass Cert Testing, 4J will have to review the Update code and address the concerns raised by Microsoft that prevent Certification and then resubmit it for further Certification Review to Microsoft.
For those interested, I've copy/pasted Witch-related discussion from the TU19 Official Bug thread below, as TU20 should be available soon, and it seemed more relevant to include it here anyway:
A lot of what was discussed above makes sense to me! In addition to containing the spawn information needed for certain technical biomes, the structure data is also capable of implementing changes/updates to previously-loaded chunks in old worlds without destroying the terrain or player's builds. I remember when Etho was testing one of the pre-1.8 Snapshots. The underwater Temple itself would not appear in his world because the chunks had already been loaded, but the Guardian mobs still spawned because the structure data allowed them to. In this regard, proper structure data should theoretically allow Witches to spawn in old worlds with previously-loaded Swamp chunks, but only in the exact spot where Witch Huts would normally appear during initial chunk loading, (or if you create a new world with that seed).
To see this demonstrated, get your snacks and watch from 05:18 to 08:30 of this video: