This also affects worlds created in 1.14. On our brand new server world we have a village at spawn and after about 48 hours, of which the server has been empty a lot as well, the village is now overrun by hordes of iron golems.
I gave the snowy superflat preset a try with Pillager outposts added to the settings and that didn't work either. As far as I can deduct from this something has been forgotten that would let them generate on top of snow.
Testing in three freshly made worlds with 19w13b I found that this only happened (at least in my cases) in villages in spawn chunks. When I teleported to villages I had found through /locate the villagers there behaved normally. The villagers in the spawn chunk villages can be pushed around but have no AI of their own and can't be interacted with in any other way. Putting work stations right next to them has no effect whatsoever either. Teleporting back to the spawn chunk villages after having been outside spawn chunks doesn't help. Closing the world and opening it again on the other hand does, then the spawn chunk villagers start to behave normally. I have not tested this on a server, only single player.
Peter Lusztig, to be clear my testing was done in newly created worlds in the latest snapshot each time I tested this. I used structure blocks to get the exact same testing situation and locations in the different worlds, but the testing was done in fresh worlds. My server world that has passed through all the snapshots, except the crashing ones, is beyond rescue because of all the duplicates though. I can command-kill every single duplicated UUID in an area only to have them return when I relog. This of course sucks, but can in no way be Mojang's responsibility, since I chose to use snapshots on my server fully knowing the risks that this entails. If the bug is no longer reproducible in a fresh world in the latest snapshot it is most likely fixed. If you on the other hand can reproduce it in a fresh world it would be valuable to know exactly what steps you took to reproduce it so others can give it a try as well.
I've done extensive testing with the same setup I used in 19w09a. Then I easily got the "Keeping entity with UUID" message in game output and a lot of both invisible and visible duplications to the point where the game barely was able to load because of all the entities created through deaths, relogs, teleportation and moving between dimensions. In 19w12b I was unable to recreate the bug at all even though I really stress tested with many more entities causing much more lag towards the end of the session. I think MC-141484 being fixed might have solved this one.
I'm having the same message spamming my logs on my snapshot server. World created in snapshot 15th of June 2018 and brought through most snapshots and pre-releases except the crashy ones up until current 18w45a. If other strange things happening on the server are related to this I don't know since there seem to be several bugs in action.
This has returned with a venegance on my snapshot server with 18w44a. World created in 1.13 snaps on June 15th and brought through all the snaps except crashy ones. We're getting hundreds upon hundreds of them and the server has become very laggy which of course could be because of this or another reason.
Can confirm that it has not been fixed in 1.13 or 18w31a.
I can consistently reproduce the item part of the bug following your instructions but have been unable to reproduce the sound part of it. Admittedly I haven't done extensive testing
You didn't fill them with water in the exact same way I think. I did testing with your setup and when I filled water against all four top blocks all the blocks below were falling water and the items didn't flow up. When I filled with source blocks from the bottom up on all four blocks, one layer at a time, none of the water blocks were falling and all items floated to the top. If the tank was below ground or above ground did not affect the status of the water at all. If you on the other hand do one column at a time and fill from the bottom up then the top layer destroys the source blocks below and turn them into flowing water. Water has become tricky business.
I think this is related to MC-130530 . Placing water to make a pond or tank has become quite challenging since source blocks aren't created or are destroyed and can affect things like being able to place kelp or as in this case not having items float to the surface. Press F3 and look at "Targeted fluid" and see that the blocks where the items get stuck you get the restult "true" for falling if you look at the solid block below the water block.
This bug report is most likely a duplicate of https://bugs.mojang.com/browse/MC-130955 which has been marked as "Works as intended".
This seems to have something to do with the new strange (non) water physics. If you fill your pond with source blocks from the bottom up instead of filling from the top it most often works. If you break blocks to deepen the pond you need to fill the space previously occupied by the block with water. These steps work almost consitently, but not entirely to my great confusion. I noticed no difference in the block accepting being planted on if the block had been placed by me or not when trying to get the water sources right.
This also happens in 18w21b, both with a fresh world and a world created in 18w16a. It seems to be a duplicate of MC-130127 which probably has nothing to do with the Monument, since I had it happen both by a Monument and in an area without one.
I realize the resolution to the corresponding bug report about turtles getting into boats was that if it fits it sits, which is fair enough normally. The difference between all other mobs that get into boats and dolphins is that dolphins can't breathe when in a boat so they die. Combined with their love of jumping onto land and dying there, the results are quite heartbreaking.
I have 74 crash reports from my server with this crash. We have tried to figure out how to consistently reproduce the bug without success. It seems completely random but happens more on multiplayer than in single player even with only one player online on the multiplayer server. Trying to trigger it on newly created small single player worlds on good computers might prove almost impossible. If you need world download of our multiplayer server or any more crash reports or info about which steps we've taken to try to figure this out I'd be happy to help.
This crashed our server last night with the exact same crash report. We solved it by issuing the kill command, but are of course hoping the underlying bug will be resolved.
Added a screenshot with amount of iron golems in small part of spawn village after less than 24 hour hours since a big purge. This is putting a lot of stress on the server, which was noticeable after the purge yesterday when the lag situation got a lot better. RAM and CPU usage is really high even without anyone on the server, wich I'm, possibly falsely, blaming on the golem spawning.