I had a similar crash respawning after dying in this same version.
Same "Missing Palette entry" in crash log, see attachment.
My scenario was different but did also involve illagers: I was raiding a mansion on a single-player world and got killed by a Vindicator. Game crashed upon respawn in my camp outside the mansion.
World was created in 1.18 pre6 and updated to pre7.
[media]Confirmed this issue still exists on 19w02a.
Generated end gateway warps you to the starting platform, and if you fly out in creative, no end cities generate.
Confirmed still a problem on both 18w50a and 19w02a.
Can confirm on both 18w50a and 19w02a.
On newly-generated worlds, cannot locate any end cities, either by flying around or by using the /locate command (all given locations are invalid).
Ender Chests are destroyed by the dragon as well, so that doesn't serve the same purpose at all.
Until encountering MC-9381, I'd never heard this behavior described as a bug. I'd say its a feature, that has been in the game since the dragon was introduced in version 1.0.0, and should stay. Anyway, I've started a thread on /r/Mojira for further discussion: https://www.reddit.com/r/Mojira/comments/4x4jaf/mc9381_ender_dragon_doesnt_destroy_minecarts_or/
This might be a different issue entirely, but one more piece of evidence that there is something weird about the biome "Plains M": I was using a utility called "Biome Painter" which lets you reassign biome IDs to different map regions, and added a "Biome M" region (id 128) to the map. Standing in that portion of the world, F3 simply shows "Plains" and not "Plains M".
So either the F3 is incorrect, or there is something else weird about 128-Biome M. Incidentally, I checked all 57 other biomes, they all showed correctly in F3.
Whoa, whoa, whoa. Please keep the current behavior as-is, at least concerning minecart CHESTS.
I have a custom map that relies on helpful resources placed in the end dimension. Currently the only way to do that without the ender dragon destroying them is via Minecart chests. Please don't break my map!
I can also see situations where this would be helpful in normal survival, like dropping a minecart chest with extra arrows or potion before fighting the dragon (or before spawning a new one).
Seems similar in many ways to MC-59314 (Guardians not spawning on superflat worlds).
Different details, also much easier to test (just create a superflat world using preset "Water World").
Note, this is also reproducible in a normal world by editing the map type. Repro steps:
1. Make a new, normal world in creative mode
2. Seed: 202961
3. Note the monument near spawn, X=-350, Z=150
4. Guardians will spawn when on Normal difficulty
5. Switch to peaceful and exit
6. Open the "level.dat" file in NBTExplorer.EXE
7. Edit the Data > "generatorName" value to a value of "flat"
8. Save and exit, and re-load the world in Minecraft
9. Switch back to Normal difficulty, no guardians will spawn
You can edit the type back to "normal" and Guardians will begin spawning again.
Please fix! I need this for a custom map!!
Confirmed in 1.8.1-pre3. Repro steps:
1. Create New World
2. Game Mode Creative
3. Seed: NoGuardians
4. World Type: Superflat
5. Customize to preset: "Water World"
6. Generate Structures: ON
You will spawn near a monument at X=1200, Z=-200. Explore the temple (Respiration Helmet and Night Vision potion recommended). You will find Elder Guardians (spawned in with the structure), but no normal guardians will spawn, only squid.
Not a dup, but possible connection to MC-3524? (Witches do not spawn in superflat worlds).
Yes, confirmed that it is still a problem for 1.8.1 Prerelease 3
Above directions still apply, use the following for superflat preset:
3;2*minecraft:bedrock,60*minecraft:dirt,minecraft:stone_slab;6;biome_1
Can confirm, still a problem in release 1.7.9.
I also was able to confirm that this is directly a result of the world generation settings. I generated a flatland using the settings in the description above, normal mobs spawned (see image generator_flat.png).
I then used NBTExplorer and edited the "generatorName" value in level.dat from "flat" to "default". After reloading the world, only witches spawned (see generator_default.png).
Still a huge problem in 1.7.9, actually seems to be WORSE than in some recent releases.
I have a Skyblock world with several animal pens and a mob farm. Every time I log in using 1.7.8 or 1.7.9, I have animals out of their fences and hostile mobs running all over the place, when they were safely contained upon logout.
Please fix!!
Confirmed for 1.7.8 and 1.7.9.
Happens with the random "splashes" but also the "here comes the fish" trail, whatever that is called.
This glitch is back in a big way in release 1.7.8 and 1.7.9. It is annoying for animals, but deadly and game-breaking when it happens to hostile mobs!!
I have a Skyblock world with several animal pens and a mob farm. Every time I log in using 1.7.8 or 1.7.9, I have animals out of their fences and hostile mobs running all over the place, when they were safely contained upon logout.
Please fix! Especially for hostile mobs!
There is a thread on the forum about this (http://www.minecraftforum.net/topic/1725706-15-animals-escapeing/page__st__60 ), someone was able to capture the moment the sheep walked through the fence on video: http://www.youtube.com/watch?v=ATMmO-1OW2I
And this wasn't on chunk loading, this was in the middle of game play. Not sure if this means this is a separate bug?
And yes, this is a much larger problem in 1.5.1 than it was in 1.4.7.
Correct, that ultimately means that the world spawn can't be uniquely calculated (by an outside app, like a slime finding tool) from the seed alone. But since we can use a compass in-game (and an editor out of game) to find it, I think we're ok.
Ok, I've uploaded some pics that seem to confirm that the level.dat SpawnX and SpawnZ values are in fact what the game uses to suppress spawning in a region around them. In both pics, the 4 wool-colored chunks are supposed to be valid slime chunks for this seed (-6310548451344270339), according to slime finders.
In slimes_1.png, the spawn is at its original location (x=289, y=4, z=598), marked with a gold block. It suppresses slime spawning in the red (completely) and the orange (mostly). If the suppression radius from spawn is 16 blocks (the wiki mentions a 33x33 area, which seems to confirm this), the top edge of orange can still spawn slimes. (There are also a couple of slimes that I think glitched through the fence when I re-loaded the level (known bug), these can be ignored.)
In slimes_2.png, I used NBTExplorer to modify the SpawnX and SpawnZ values, moving the spawn to (x=240, y=4, z=600), also marked with a gold block. Red, Orange, and Blue chunks produced lots of slimes, The pink chunk did not.
Regarding how the spawn point is calculated, it DOES appear to vary according to the world creation options (these are all using the same seed, -6310548451344270339):
Default normal: x=-212, y=64, z=256
Flatland (default): x=289, y=4, z=598
Flatland (custom, up to 63 layers of dirt): x=289, y=4, z=598
Flatland (custom, 64 layers of dirt): x=92, y=4, z=-239
Flatland (redstone ready): x=789, y=4, z=197
Large Biomes: x=-76, y=64, z=252
I can also confirm that a compass will point to the modified spawn point if the level.dat is edited, and not your bed location. This is very good, since it gives players in-game a way to identify a location to avoid building mob farms.
So as far as I'm concerned, this answers my questions about my original issue.
Regarding whether this mob suppression is a good idea, it definitely is for multiplayer, and since the same world could be used for both single and multiplayer, I'm not sure it would be good to have different rules for single player.
In any case, removing this is probably a feature request more than a bug report.
edited level.dat (spawn moved to gold block)
Can confirm still an issue in 1.18.1.
Note that when this occurs, this can affect more than just the stairs; multiple items in the igloo basement can be waterlogged, including the iron bars, the sign, the chest, and the side table (which is built from wooden stairs and a slab).