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MCPE-60668

Villager Population Too High

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Villager Population far higher than bed count.

The population will suddenly jump.  It seems to be related to placing/removing beds.  The bed count does not seem to be accurate.

 

It's affecting Golems too

 

After some testing on another world, I believe it may be related to very large villages that extend beyond the simulation distance.  I was able to reproduce on a test world by creating a large village with many villagers, removing beds and then reducing villager population by killing them with pillagers.  The villagers went on to reproduce to a population roughly 1.5x the number of beds. 

I created a second test village to try to reproduce again and was again able to get more villagers than beds.  I have 10 beds and 11 villagers.  First create 2 separate villages far enough apart that they are considered separate villages and outside the simulation distance of the other.  Then add beds between the villages to create a third village that combines the first two.  I've provided new pictures of this new test village.

 

The golems in the test village are self spawned.

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Comments 9

Sanne de Greef

Same here. Cat and iron golem spawnrates do not seen affected. It's just the villagers.

I don't even see cats in most of my village.

Still happening in 1.14.3

 

There's at least 3 villagers per bed at the moment. Probably more.

Also just realized a few of my villagers that were kept inside a hall (no way to escape) have despawned/disappeared/maybe gotten loose.  

I'm having this issue too. I left Minecraft idle for 2-3 hours and when I came back my population had grown from around 20 to around 60. It took forever to get rid of the extra villagers and I'm not sure if it's going to happen again.

I've been reproducing this by moving beds in a way that it changes the village boundries.  Removing beds then adding them back and then adding 1 additional bed will cause multiple spawns rather than 1.

 

It happens more frequently if you have a very large area village

Thank you for your report! What you've described could be the same issue that we are tracking at MCPE-47212, but it sounds like there could be an additional village stacking issue as well. Would you be able to provide a copy of your test world?

It's uploaded now

Thanks for the test world.

In the world save there are 2 very large villages, one in each test area. They don't overlap. In each one villagers and beds are restricted to a small area, but the villages are keeping their extended boundaries because of the job site blocks that have been left in the areas where beds were removed.

Looking at the test areas and trying out the process described in this report, I don't think there's anything happening beyond what's been detailed in MCPE-47212. When villagers and their beds are outside of simulation distance for 20 minutes while most of the village itself (or maybe at least the village center) is within simulation distance, those villagers are dropped from the dwellers' list and unlinked from their beds, but the beds remain in the village's record of found POI. This triggers breeding for the beds and can lead to massive overpopulation as villagers repeatedly leave simulation distance to try to sleep in those beds.

There is also an issue where when you add a bed to a village, several villagers can breed for it at the same time and a few extra babies may be produced. I'm not sure this is a bug and I'm not aware of a separate report for it.

Uhohhotdog

(Unassigned)

Unconfirmed

Windows

iron_golem, village, villager-breeding

1.14.1 Hotfix, 1.14.30 Hotfix, 1.14.60 Hotfix

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