I FIXED THE PROBLEM!
The solution was simple! Guardian spawns in ANY water block within the water temple chunk. So I had an underwater cavern were a bunch of Guardians were clumped together preventing the guardians from spawning in my orginal spawner. Remove any invalided water blocks of where you don’t want guardians spawning!
It also helps if you light up caves around your area to due to the hostile mob cap in bedrock edition (50 hostile mobs I think).
It took a while, but I was able to solve this problem once and for all! 🙂
Welp, this gives me some hope at least! Hopeful it will be related to my problem and will fix it!
@Specialistol
So are you saying that in the upcoming future update, guardian spawning should work normally again, meaning that the big spawner in the center of the room should work normally again?
OH YES! Thank you so much! This will definitely bring a smile to my face! All I ever wanted were sea lanterns!
Do you know a solution to my problem?
Yes weakness does that same thing too thank goodness. Thanks for your help!
In previous snapshots you weren't even able to hit any entities while having mining fatigue 255, the highest level available for the status effects. When you had a high level of mining fatigue, it lowered the radius of how far players can hit other entities. NOT DAMAGE. Not being able to hit things prevented any sort of knockback. Similar to the friendly fire option you can use in teams, but for only specific players and for a certain amount of time.
Stained glass blocks and stained glass panes also have the same issue as the slimeblock
Yeah, it is. Is it the fact that it's a custom spawner that makes mobs spawn in walls?
Really? So blocks directly overhead not suffocating them makes complete sense, right? And blocks that don't even seem to touch the horse suffocating it does?
Another comparison of what doesn't and does kill the horse.
It happens when putting armor on too
Seed is 734378811496951047, coordinates of structure are -1148, 8060