mojira.dev

Elkniwt

Assigned

No issues.

Reported

MC-275805 Using a Bucket Deletes the Bucket Duplicate MC-239113 Acacia Librarians Can't Get in Their Workplace Duplicate MCPE-35408 Trying to open an *.mcworld file give "Level import failed" Invalid

Comments

I have been seeing this issue as well in v1.5.3 (69GB free on C🙂

I have hit this issue recently on Windows 10 (MC v1.5.3).  File Explorer says I have 39GB of free space, yet Minecraft says I don't have enough to copy a world or to save my progress.  The world we have been playing on is about a month old and 1.1GB in size.

We seem to have gotten some relief on this issue, and it may have been our fault.  To elaborate further on my post from July 18, we have a dedicated machine whose player name is "Server", that we just let sit AFK indefinitely, so that the rest of us can log in to the world whenever we want (as the "owner" of the world is always "playing").

This changes the mechanics of the game in an interesting way, as the crops will grow all (real-world) day long.  We can dig a 2-block deep pit and collect mobs like sheep, cows, etc.  We had many farm animals this way.  We often simply kill "Server" and let him sit at the "respawn?" screen.

Recently, instead, we moved "Server" to a platform elevated well above deep ocean.  While our crops no longer grow so well, we are seeing far more mob spawns.

That is, until we get a secondary AFK account sitting near a spawner that we had converted into an XP farm.  When that is running, there are fewer spawns in the world at large.  We have to log off the secondary AFK (and possibly kill all the skeletons that have amassed) before seeing fish in the sea, again.

All this being said, we still come across a puddle full of drowned and feel the need to kill them all and drain the pond with sponges, or else make a convenient exit where the drowned can get out.  Drowned may have a similar effect to large pits of farm animals or a mass collection of XP farm fodder.  Perhaps they should not spawn too near to other drowned... or maybe there can be an "overcrowded" check for them to despawn?

Same problem here.  The first aquatic update didn't have this issue, but 1.5.0 does.  I still get drowned, dolphins, squid, but rarely see any fish, skeletons, creepers, spiders, or endermen.  Strangely, the world didn't start out this way... Only after hours of gameplay did they just stop spawning (we keep the "server" running constantly, lying there dead, so the rest of us can join whenever we want).

I still see this in v0.15.6. I leave an android tablet on all the time as a server, with the server player buried in the ground and crouching (to stay out of the way). Every few days or so, I have to go to where the server player is buried and clear out about 20 to 30 skeletons and horses. I now have TONS of enchanted helmets that I've had to organize into many chests and combine on an anvil in order to fit in those chests. We used to keep a pen of cattle near the server player, but they have all despawned in favor of skeleton horses.

Yep. Plenty of "testing" done. This bug seems gone in 0.14.3.

I have to agree with Klaus. I thought my 0.14.3 testing was thorough, but I now have evidence that the client I was using was still on 0.14.2 while the server was upgraded to 0.14.3 (is this even possible?). When I was eventually notified that I had an update on the client device, I was surprised when it didn't bump to 0.14.4, so I must have been back on an older version. I'll have to proceed with thorough "testing" later tonight, but if I don't come back here, the bug is gone for me.

For the record, I still see this in 0.14.3. I've only ever seen this as a client, not the host. The host never seems to see the bug (as others have mentioned). It began happening with 0.14.2, we used to play all the time on 0.14.1 with no issues. Host device is Asus TF201, clients seeing the issue are Samsung Galaxy S5, iPod Touch 4th gen, and iPhone 4s.