Confirmed for 1.8.7
Confirmed in 1.8.7.
It's not actually my video – I just found it and it depicts the problem fairly well.
I did edit my original post though.
Ooh, three spawning pads! 🙂
To be clear, will this affect existing huts, or are they "corrupt"?
Or they could make it so that you can't place the banner if there's a block below, just like you can't place a door or bed unless both blocks are available.
Confirmed for 1.8 official release
It's intentional that the blazes can track the players through walls, but at the moment they're shooting fireballs even when they don't have a line of sight. It's like they inherited the zombie ai (track the player and try to attack constantly) instead of the more suitable skeleton ai (track the player and shoot when you have a line of sight).
I'd still say this is probably a bug – witch huts have been able to have two spawn floors for almost two years. While this may have been the result of a coding oversight initially, it's a bit odd that Mojang hasn't addressed the issue at all. From a player's point of view (oblivious to the internal BB tags), the farms have simply changed with no explanation or (apparent) reason, and so pending an official confirmation I would consider it an issue, and not an intentional nerf.
I'd say the real bug is that the BB tags are being generated improperly.
The sound of breaking blocks is client-controlled, while placing blocks is server-controlled.
It happens occasionally for me, but it definitely doesn't make the game "unplayable" – might depend on computer specs.
Affects version 1.8-pre1.
So if I understood correctly, this would essentially corrupt any witch huts generated before 14w25b, when analyzed according to the new system (which doesn't ignore the y-coordinate on the <BB> tag).
There are a few possible fixes to this. The first would be to go back to the 1.7 method of processing which huts – while inelegant, it wouldn't break all the old farms. (As Mojang showed with 1.6.3 awhile ago, keeping old farms intact is clearly a priority.
The other way would be to build in a workaround, similar to 1.6.3, in which old huts can be identified and have their internal data fixed.
This is intended. Pumpkins only break when they are pushed. If they are pulled or if the block under them is removed, they just stay where they are.
Well, it has been reopened, but who knows whether it'll be fixed with a prerelease probably coming out tomorrow.
Translation: Creepers explode before they get very close to the player.
I've done some further tests on the attached world in 14w34c. It seems that the game considers the "hut" to have a smaller height than it should. Only witches spawn at y=66, y=67, and y=68, while other mobs can spawn at all other heights. The witch hut is two blocks shorter than it should be; it should range between y=66-70 (as it did before the bug existed), rather than between y=66-68.
Affects version 13w34c.
I'm not sure this is a resolution, but it could give some insight. If a player enters another dimension, the spawn chunks process everything for one minute, and then they stop processing entities while continuing to process everything else (e.g. redstone clocks).
That said, I'm not sure what's going on in your circumstance, because it doesn't appear to use any entities.
Can reproduce – if you put items in a furnace without any fuel, they won't be there the next time you open it.
Comfirmed in 1.8.7.