mojira.dev
MCPE-46581

Village Expanding 1000s Blocks & Forgetting Villagers

See a video showing this bug and an explanation: https://youtu.be/DpmojPQLbZk

I made a village at my base area on the Minecraft Bedrock Edition Realm.
I connected 48 villagers to 48 beds and workstations and centred the village with a bell.

Each villager was connected one at a time to their bed and workstation ensuring they all connected to the right one.

Checking the village centre and bounds using "Universal Minecraft Editor" afterwards showed the village was centred and sized as expected.

64x24x64 around a villagers bed.

I then added a bell over the very centre of the beds and broke the villagers bed who was listed on the UME as the top villager. This moved the centre of the village where I wanted it (right in the middle of all the beds). 

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Again, checking in UME showed this worked sucessfully.

Iron golems spawned under the bell as expected and after logging out and logging back in again, I went AFK over night.

During the night I was kicked and when I logged back in the following morning, all of the villagers were stood on their beds in the middle of the night and would not sleep.

I traded with a villager and waited 2 in game days to see if they restocked but they did not, despite being next to their workstation.

None of the villagers had any particle effects to show they were having issues or not connecting so I checked UME again to see what was happening.

 

The UME showed that the village had expanded from 64x24x64 to 700x24x1324 blocks in size.

It had also forgotten all the villagers apart from 4 that weren't actually located at the village that I made.

3 of the new villagers were hidden in a cave around 60 - 70 blocks away and the 4 the was around 400 blocks away in the very centre of the new village boundary.

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There were no spare beds, workstations or bells between my village and where the village expanded to, however it turned out that 3 of the 4 villagers had connected to a barrel and a bell 1300 blocks away in the shopping area of our realm.

 

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This made the entire village stretch so far that the existing villagers were no longer in range of the centre and disconnected from their beds and workstations.

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Not only has this ruined the village I made, but it also affects half of the Truly Bedrock map which is now technically, all inside of my village.

 

Reloading the game again and again makes the villlage shift centres and move around but it never comes back to where it should be and the villagers never reconnect to their beds or workstations.

 

I believe this issue was caused by my village being loaded by me (being AFK), someone else loading the Far Away Barrel and a third player loading the Lost Villager in the centre. This must have made the game see the Lost villager had no workstation so connected him to the barrel and somehow to the bell at my village.

 

Please help as this is not right!

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Gamershy

I've been having this issue, but didn't know what was happening. Me and my gf actually had to kill all our villagers and restart the village because of this bug, as the village began overpopulating and abandoning villagers. Pretty big issue for this update, to be honest.

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Bobby Dobberstein
I have had huge overpopulation as you describe in the one village i have worked with too. I had no idea why my villagers were losing their workstations and being replaced by villagers and the umemployed kept increasing. So i built a separate librarian centre further away. I keep losing villagers in the village i have traded with over time and they get replaced with level 1. In the end i was just trading with farmers and butchers with same thing happening. Really worried about my librarian centre tho i have renamed the mending and the protection 4 one. Am hoping if it goes bad they will keep their trades.
I have done some exploring in creative seeing where villages are to work out best places to put breeders and iron farms etc, next visit to the village i seem to have more new trades that suddenly appear.
I have just started in a new village but not traded at all as concentrating on fencing and lighting in the hope of organising this village better by tracking where they sleep and moving the workstation closer. But now I am worried it may mess things up more
Have not used the program Foxy No tail used to see what villagers have connected to but its a mess

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Bobby Dobberstein
I have had huge overpopulation as you describe in the one village i have worked with too. I had no idea why my villagers were losing their workstations and being replaced by villagers and the umemployed kept increasing. So i built a separate librarian centre further away. I keep losing villagers in the village i have traded with over time and they get replaced with level 1. In the end i was just trading with farmers and butchers with same thing happening. Really worried about my librarian centre tho i have renamed the mending and the protection 4 one. Am hoping if it goes bad they will keep their trades.
I have done some exploring in creative seeing where villages are to work out best places to put breeders and iron farms etc, next visit to the village i seem to have more new trades that suddenly appear.
I have just started in a new village but not traded at all as concentrating on fencing and lighting in the hope of organising this village better by tracking where they sleep and moving the workstation closer. But now I am worried it may mess things up more
Have not used the program Foxy No tail used to see what villagers have connected to but its a mess

migrated

Villagers are broken in this update. I had MAX LEVEL Villagers Weaponsmith Amorer, Toolsmith and so on. And I started a Iron Farm at least 600 cubes away, this caused that all this Villagers changed their profession to farmers and now I can't get them back to their initial profession. So many ours of leveling them up for nothing.

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Villagers are broken in this update. I had MAX LEVEL Villagers Weaponsmith Amorer, Toolsmith and so on. And I started a Iron Farm at least 600 cubes away, this caused that all this Villagers changed their profession to farmers and now I can't get them back to their initial profession. So many ours of leveling them up for nothing.

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+1

Survival single player / non-beta / iOS: Built a trading hall/iron farm with 24 beds/villagers, all linked to workstations. Produced golems/cats and did village-y things for about a day, then stopped being a village after either a sleep or a trip to another village. Now my villagers no longer breed to cap, no more golems, and no more bed linking upon break and replace. Can still trade with previously locked villagers but that’s it. We need more deterministic village (not villagers) behavior, even within the confines of the new mechanics.

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+1

Survival single player / non-beta / iOS: Built a trading hall/iron farm with 24 beds/villagers, all linked to workstations. Produced golems/cats and did village-y things for about a day, then stopped being a village after either a sleep or a trip to another village. Now my villagers no longer breed to cap, no more golems, and no more bed linking upon break and replace. Can still trade with previously locked villagers but that’s it. We need more deterministic village (not villagers) behavior, even within the confines of the new mechanics.

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I'm getting a similar❓ behaviour (1.12), except I have no beds inside the trading hall pods.  My (trade locked) villagers are switching to each others job blocks, also possibly claiming multiple job blocks and other strangeness - full comment over here: https://bugs.mojang.com/browse/MCPE-46157?focusedCommentId=566653&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-566653

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I'm getting a similar❓ behaviour (1.12), except I have no beds inside the trading hall pods.  My (trade locked) villagers are switching to each others job blocks, also possibly claiming multiple job blocks and other strangeness - full comment over here: https://bugs.mojang.com/browse/MCPE-46157?focusedCommentId=566653&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-566653

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Just created an iron farm in my Realm v1.12.0
Have 24 beds and 25 composted, it's a few hundred blocks from the nearest village, and 140 blocks in the air. Caught and transported 2 random zombie villagers into the farm directly next to the 24 composters, and when cured, one became a librarian, the other an Armorer. None of those blocks near by. They also refuse to breed.

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Just created an iron farm in my Realm v1.12.0
Have 24 beds and 25 composted, it's a few hundred blocks from the nearest village, and 140 blocks in the air. Caught and transported 2 random zombie villagers into the farm directly next to the 24 composters, and when cured, one became a librarian, the other an Armorer. None of those blocks near by. They also refuse to breed.

Auldrick

@unknown: In your case, the issue is probably that the beds are too far above or below the villagers; they have to be within 4 blocks above or below the level they villagers are standing on and within 16 blocks horizontally, otherwise the villagers can't detect them. If they don't detect beds, they won't create a village, and if there's no village they can't claim the job site blocks, so they just retain whatever professions they were spawned with. If you just get one of them within range of a bed, it should create the village, and then both of them should find the composters. However, if they can't get to their beds when it's time to sleep, they'll probably release them and I'm not sure if the village will still exist after that. Or, it might still exist for a while but disappear when it stops being ticked, or when you relog.

Auldrick

@unknown: In your case, the issue is probably that the beds are too far above or below the villagers; they have to be within 4 blocks above or below the level they villagers are standing on and within 16 blocks horizontally, otherwise the villagers can't detect them. If they don't detect beds, they won't create a village, and if there's no village they can't claim the job site blocks, so they just retain whatever professions they were spawned with. If you just get one of them within range of a bed, it should create the village, and then both of them should find the composters. However, if they can't get to their beds when it's time to sleep, they'll probably release them and I'm not sure if the village will still exist after that. Or, it might still exist for a while but disappear when it stops being ticked, or when you relog.

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Ok, I've fixed some things but still having some odd stuff happening, so here's an update.

  1. Villagers were losing job site because that one bed was being lost, since it wasn't accessible to any villager.  Then another claimed it.  This seemed to delete and recreate the village, resetting job blocks.  This explains the first thing I've seen, and I've got that one bed now in a sealed room with a permenant villager.  From UME I'm not seeing the village id in the village table changing either.

  2. I used UME to look at the village, and it turns out I had a villager hidden in the bricks somewhere, got rid of him, no more "ghost" claiming of job sites.

However, as of writing my villagers are not restocking.  They do not have access to a bed, but based on what I read on the wiki, they don't need a bed to restock trades.  I've looked at UME, and the 3 traders I have in my village (plus the guy in the sealed room) are all there in the DWELLERS table, and the traders are correctly hooked up to thier job sites on the POI table.  I tried removing the job site (which fills the lower half of a 2x1 gap, blocking them in) to check they can path correctly and the villager walked out and wandered around - I even placed this guy a job site in the open which he claimed, but trades were still not refilling after waiting maybe another 15mins irl.

Is there anything else I can check here?

 

Edit: I've changed from a 2x1 area with a flowerpot in one of the blocks to a 1x1, villagers have started restocking. Flowerpot was there to help them path based on things I'd read - but it actually might have been having the opposite affect - the villagers did appear to be "stuck" on the flowerpot preventing them from reaching thier POI.

migrated

Ok, I've fixed some things but still having some odd stuff happening, so here's an update.

  1. Villagers were losing job site because that one bed was being lost, since it wasn't accessible to any villager.  Then another claimed it.  This seemed to delete and recreate the village, resetting job blocks.  This explains the first thing I've seen, and I've got that one bed now in a sealed room with a permenant villager.  From UME I'm not seeing the village id in the village table changing either.

  2. I used UME to look at the village, and it turns out I had a villager hidden in the bricks somewhere, got rid of him, no more "ghost" claiming of job sites.

However, as of writing my villagers are not restocking.  They do not have access to a bed, but based on what I read on the wiki, they don't need a bed to restock trades.  I've looked at UME, and the 3 traders I have in my village (plus the guy in the sealed room) are all there in the DWELLERS table, and the traders are correctly hooked up to thier job sites on the POI table.  I tried removing the job site (which fills the lower half of a 2x1 gap, blocking them in) to check they can path correctly and the villager walked out and wandered around - I even placed this guy a job site in the open which he claimed, but trades were still not refilling after waiting maybe another 15mins irl.

Is there anything else I can check here?

 

Edit: I've changed from a 2x1 area with a flowerpot in one of the blocks to a 1x1, villagers have started restocking. Flowerpot was there to help them path based on things I'd read - but it actually might have been having the opposite affect - the villagers did appear to be "stuck" on the flowerpot preventing them from reaching thier POI.

TheRoyalBlock

On bedrock edition, when chunks are unloading and reloading, the villagers are sometimes assigned a new random number. This will sometimes disconnect them from everything and force them to reconnect. However, reconnecting to their job sites or beds can sometimes go wrong and instead of connecting to their previous bed and workstation, they connect to another one-- sometimes thousands of blocks away. This seems to be due to a malfunction in the villagers' "Detection radius" value. 

TheRoyalBlock

Still affects 1.13. Similar unlinking issue affecting Java 1.14.4, but without the village expansion

Auldrick

@unknown: When you say "villagers are sometimes assigned a new random number", what number are you looking at? A villager's identifying number is its UniqueID, which is stored in its entity definition inside the chunk it's in. As far as the game logic is concerned, that number is the villager. It can't change, not even when you save and reload the world. For it to change would be like you swapping bodies, names, and minds with somebody else. Would you still be you? No, you'd be him and he'd be you. But villagers don't swap bodies and identities, so their UniqueIDs should never change.

In the DWELLERS list, the items in the first actors list represent the associations of villagers and the village. The ID of each actor is the UniqueID of the villager entity. Since the UniqueID can't change, the actor IDs can't change either...but the order they're listed can and does change for a bunch of reasons. So it's possible your statement was based on noticing that the ID number at a particular position in the list changed. If that's what you saw, I think you'll find if you look at all the actor ID numbers that they may be shuffled, but they don't change.

Another possibility is that one or more chunks in the village were pruned. Server administrators sometimes do that to reduce the world size after members have explored a lot. Depending on whether they also delete the old village data, pruning chunks in a village could cause a lot of seemingly random problems. However, pruning is something that happens outside the game and it isn't supported, so any problems it causes are not reportable as bugs.

Auldrick

@unknown: When you say "villagers are sometimes assigned a new random number", what number are you looking at? A villager's identifying number is its UniqueID, which is stored in its entity definition inside the chunk it's in. As far as the game logic is concerned, that number is the villager. It can't change, not even when you save and reload the world. For it to change would be like you swapping bodies, names, and minds with somebody else. Would you still be you? No, you'd be him and he'd be you. But villagers don't swap bodies and identities, so their UniqueIDs should never change.

In the DWELLERS list, the items in the first actors list represent the associations of villagers and the village. The ID of each actor is the UniqueID of the villager entity. Since the UniqueID can't change, the actor IDs can't change either...but the order they're listed can and does change for a bunch of reasons. So it's possible your statement was based on noticing that the ID number at a particular position in the list changed. If that's what you saw, I think you'll find if you look at all the actor ID numbers that they may be shuffled, but they don't change.

Another possibility is that one or more chunks in the village were pruned. Server administrators sometimes do that to reduce the world size after members have explored a lot. Depending on whether they also delete the old village data, pruning chunks in a village could cause a lot of seemingly random problems. However, pruning is something that happens outside the game and it isn't supported, so any problems it causes are not reportable as bugs.

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@David Wenning, I think your issue is related to MCPE-48712. I've ran into the same thing with cured naturally spawned zombie villagers.

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@David Wenning, I think your issue is related to MCPE-48712. I've ran into the same thing with cured naturally spawned zombie villagers.

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I also have this issue still in the 1.14.2 update. I have built my villager breeder 200 blocks away from my single player base, and built a trading hall in the opposite direction 400+ blocks away from my breeder. My breeder teleports the villagers to the nether in a holding cell then I trasnported them through the nether to the trading hall. My villagers in the trading hall are trying to connect to the workstations in the breeder and in my base causing them to lose profession tables. I havent used UME to check my village boundaries but I am sure it is the same issue as Foxy has stated on the Truly Bedrock Server. Is there an fix for this that I can do on my end? Like killing all my villagers in the breeder and trading hall then starting over?

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I also have this issue still in the 1.14.2 update. I have built my villager breeder 200 blocks away from my single player base, and built a trading hall in the opposite direction 400+ blocks away from my breeder. My breeder teleports the villagers to the nether in a holding cell then I trasnported them through the nether to the trading hall. My villagers in the trading hall are trying to connect to the workstations in the breeder and in my base causing them to lose profession tables. I havent used UME to check my village boundaries but I am sure it is the same issue as Foxy has stated on the Truly Bedrock Server. Is there an fix for this that I can do on my end? Like killing all my villagers in the breeder and trading hall then starting over?

Auldrick

Unfortunately, there hasn't been very much progress on this issue because we haven't been able to reproduce it or get someone to upload a copy of a world where it's happening. If you could upload a copy of your world, that would be enormously helpful! (Your world is probably too big to upload to the tracker–it has a 10MB limit–but if you were willing you could upload it to a file sharing app such as OneDrive or DropBox and provide us a download link that way.)

Auldrick

Unfortunately, there hasn't been very much progress on this issue because we haven't been able to reproduce it or get someone to upload a copy of a world where it's happening. If you could upload a copy of your world, that would be enormously helpful! (Your world is probably too big to upload to the tracker–it has a 10MB limit–but if you were willing you could upload it to a file sharing app such as OneDrive or DropBox and provide us a download link that way.)

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Also having the same issue on realm, but we even gone out 9000 blocks away and the villagers will not link to beds, work stations. they will not sleep to see if it was just that one villager, but it was all the villages in the realm are affected now.  We are not sure how it happened but when it was triggered one of the player had broken all the village beds and two of us were in separate areas, one had a village farm they were at and I was between the two on map working on a separate build as well. I am not sure if that would help replicate it.

Were on the Bedrock 1.14.3 Realm.

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Also having the same issue on realm, but we even gone out 9000 blocks away and the villagers will not link to beds, work stations. they will not sleep to see if it was just that one villager, but it was all the villages in the realm are affected now.  We are not sure how it happened but when it was triggered one of the player had broken all the village beds and two of us were in separate areas, one had a village farm they were at and I was between the two on map working on a separate build as well. I am not sure if that would help replicate it.

Were on the Bedrock 1.14.3 Realm.

Auldrick

@unknown: Would it be possible for you to provide a copy of the realm on a file sharing service?

Auldrick

@unknown: Would it be possible for you to provide a copy of the realm on a file sharing service?

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To the developers, try this. I was able to replicate this in a realm where theres also 2 players having villager trading hall close together (500x500 block radius) and this realm also have lots of redtone farms. What I do was that, first i tried to link beds on one villager then after that i will allow them to link to my desire working station for them (in this situation, the lectern) the repeatedly break them so i can get my desired trade for them. After some time, i manage to get my desired trade to at least 5 villagers. But in the 6th one, the villager dont want to link to their working station. When i tried to break their beds and work station then put them back again, they dont want to link to it again. So i think if you tryto do this you will see/replicate the bug.

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To the developers, try this. I was able to replicate this in a realm where theres also 2 players having villager trading hall close together (500x500 block radius) and this realm also have lots of redtone farms. What I do was that, first i tried to link beds on one villager then after that i will allow them to link to my desire working station for them (in this situation, the lectern) the repeatedly break them so i can get my desired trade for them. After some time, i manage to get my desired trade to at least 5 villagers. But in the 6th one, the villager dont want to link to their working station. When i tried to break their beds and work station then put them back again, they dont want to link to it again. So i think if you tryto do this you will see/replicate the bug.

migrated

This is a crucial bug that is still affecting the 1.16.0.51 beta. This bug needs to be raised to a much higher priority due to the amount of problems this causes for performance, and villager based builds.

The video linked below is a very comprehensive explanation of how and why this bug occurs. And demonstrates potential ways this could be fixed. I highly recommend any Bedrock Codebase developer watch this video since it demonstrates how the villager search function works, and why it reacts in this broken way. Watch the following video to get a code level demonstration that explains this bug in great detail.

In-depth explanation, and technical overview of how and why this bug occurs: https://youtu.be/3Fdy93XXC9U

migrated

This is a crucial bug that is still affecting the 1.16.0.51 beta. This bug needs to be raised to a much higher priority due to the amount of problems this causes for performance, and villager based builds.

The video linked below is a very comprehensive explanation of how and why this bug occurs. And demonstrates potential ways this could be fixed. I highly recommend any Bedrock Codebase developer watch this video since it demonstrates how the villager search function works, and why it reacts in this broken way. Watch the following video to get a code level demonstration that explains this bug in great detail.

In-depth explanation, and technical overview of how and why this bug occurs: https://youtu.be/3Fdy93XXC9U

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Affects 1.16.0.53.

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Affects 1.16.0.53.

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Affects 1.16.0.55.

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Affects 1.16.0.55.

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Correcting my previous comment: It was a mistake on our part, we had a misplaced bed which the villager linked to as we brought him to the new village.

 

Previous comment: My realm ran into this last night on 1.16.10. Two of us were at a faraway abandoned village bringing some villagers to it to populate it. One of us was back at our base where we have an iron farm. As we got our first baby villager in the abandoned town, the guy near the iron farm reported a golem out of place. We rolled back the realm to ensure the iron farm continues to work.

migrated

Correcting my previous comment: It was a mistake on our part, we had a misplaced bed which the villager linked to as we brought him to the new village.

 

Previous comment: My realm ran into this last night on 1.16.10. Two of us were at a faraway abandoned village bringing some villagers to it to populate it. One of us was back at our base where we have an iron farm. As we got our first baby villager in the abandoned town, the guy near the iron farm reported a golem out of place. We rolled back the realm to ensure the iron farm continues to work.

foxynotail

(Unassigned)

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Windows

Windows 10

1.16.0.53 Beta, 1.16.0.51 Beta, 1.11.3, 1.11.4, 1.14.30 Hotfix

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