Note: this was actually tested in 1.16.100.57
On 1.16.40 I created a single farmland block crop farm, which works for Wheat, Carrots, Beetroot and Potatoes (see screen shot). It uses dispensed bone meal to grow the crop and a villager to harvest and replant. The farm continues indefinitely, with the villager replenishing the seeds/crops to replant into its inventory and any spare being collected by a minecart with hopper embedded in the farmland block.
On 1.16.100.57 the villager harvests crops, but does not retain sufficient crops in its inventory to replant, so after some time the farm stops producing. I set the villager up as follows (for potato farm):
1) New villager with empty inventory.
2) Give him a bed and a composter to make him a farmer
3) Trade with the villager to lock in his profession
4) Break the bed and composter (he doesn't need them in 1.16.40)
5) Give the villager 1.5 stacks of potatoes (2 inventory slots)
6) Give him 1 beetroot, 1 wheat, 1 bread, 1 wheat seed, 1 beetroot seed (5 more slots), so the villager has one empty slot still. I don't think the empty slot should matter, I'm giving him the other things to maximise output, so he doesn't fill his inventory with the crop I'm trying to produce.
7) Leave villager on the farmland with his head in a glass block.
What happens on 1.16.40: Villager plants potatoes, harvests potatoes and my collection system gets over 1.5k potatoes per hour. Runs indefinitely as villager replenishes his inventory with harvested potatoes
What happens on 1.16.100.57: Villager plants potatoes, harvests potatoes, but doesn't collect enough potatoes to replenish his inventory. After he runs out of potatoes, he plants the carrot, beetroot seeds and wheat seed and then the farm stops. I've confirmed with Universal Minecraft Editor that the villager has no potatoes left in his inventory.
This may be related to the change to optimise harvesting, but that appears to have had the opposite of the intended effect.
Attachments
Comments 6
When a farmer harvests, to my knowledge, it first breaks the crop block, and then it picks up the dropped items. I would guess that these two actions must happen in separate ticks. If so, then from what you've described, it sounds like in 1.16.40 the villager's AI component for picking up crops runs before the hopper-minecart's component for searching for items to collect, and in the 1.16.100 betas the hopper-minecart's search runs first. However, it could be that which runs first is not determined by the game code but rather by the order of entities in chunk data. You could determine if that's the case by testing in an otherwise empty chunk whether it makes if difference if the hopper-minecart or villager is spawned first. Either way, I'm not sure that this is a bug.
Confirmed in 1.16.100.54 as well.
That means it's not as a result of the change to harvesting efficiency in 1.16.100.57.
It's not location specific, as I built it in multiple locations and it always works in 1.16.40 and always breaks in 1.16.100.x. It's also not dependent on spawn order of the entities. So there has been an unadvertised change that breaks at least one type of villager crop farm. That feels like a bug to me, and pretty inconvenient that farmers are unable to replenish enough resources to replant. If it was a necessary change to fix something else, then fine, but if there was no reason to break it then I say it walks like a bug and, er, quacks like a bug.
Thank you for your report!
However, this issue has been closed as Working as Intended.
If you need help or have a suggestion you might like to follow a link below.
Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki
Hey Jay, what are the chances of this getting fixed? The description is very clear and says that it breaks the villager crop farm. Would appreciate if this can be reopened and looked into.
Ta
@Monica: the report has been resolved Working As Intended, which means Mojang does not consider this to be a bug and will not be taking any further action based on this report. Not every change in game mechanics is a bug, even if it breaks farm designs. There could be other reasons for the change that go beyond the reported issue. You are welcome to make a post on the Feedback Site about asking for a change.
Confirmed on 1.16.100.58