mojira.dev

Eric Schwarzenbach

Assigned

No issues.

Reported

MC-2998 Mojang's use of Jira features Invalid

Comments

+1 to Glenn Tottman's comment.

It is rather demoralizing that the developers never comment on, or give any acknowledgement of top-voted issues like this that have gone unfixed for so long.

Perhaps so, I don't assume anything is simple without having been in the code. But I would also assume Mojang has some routines for some of those issues that they can reuse or adapt, and has perhaps solved some of them already since the conflicts generated villages have with the terrain are actually pretty mild compared to what they could be.

Couldn't the lake generation and lake edgeing code simply check for grass and flowers on/over the blocks it is changing and remove them?

What would perhaps be even easier, and actually emulate what happens in the real world, is to apply some landscaping around the buildings, either after placing them exactly as happens now, or as part of the placement process.

While the images show that problem too, I think what may be being reported here is the lamp posts themselves being placed a block above the ground. If so that may be an effect of MC-1948. Hard to tell from the description though.

BTW I just want to point out that this is an extraordinarily unhelpful title!

Yeah this problem seems to be widespread. I end up having to do a lot of fixing up any village I play in for any amount of time. It looks pretty shoddy, you would think they would want to fix this.

Well, it can be bad if you're trying to grow your village, get golems, etc. And it's quite hit or miss (maybe depending on the way the building happen to generate?)...in some villages they cluster quite badly but in others you hardly notice it.

I do and I apologize for submitting this meta-issue as an issue, but when none of the boxes fits the thing one has, one fits it in the closest fit one can find. ;^)

The behavior of villagers in terms of wandering or failing to wander is definitely erratic and unbalanced. I've seen the same "crowding into a single building" though it was in a previous version (a whole mob had jammed themselves into a "church" and many of them kept leaping off the top to their deaths).

In 1.4.2 I had built a large number of new houses and no villager would "discover" the new doors (over many many days) and therefore would not breed. It completely looked like part of the same village, but I think the problem was that the houses on the street leading to the new street of houses had doors too far apart. They were large houses (either generated naturally, or copies of houses that were generated naturally) and the distance between the doors was perhaps 15 or 20 blocks, and the villagers simply never wandered far enough to find them. Though I swear I've seen villagers wander quite a long ways out into a field. I ended up moving these houses closer and putting in a new house between them and the new street and that was enough for the villagers to discover the new houses and set off the baby boom I was looking for.

It seems to me that the "wandering" algorithm could use adjusting. Perhaps this behavior should take into account crowding (moving away from clusters of people when they get too dense), as well as roads (there should be a certain amount of bias toward following a road rather than wandering across grass).

How is that description vague? It may be hard to replicate and require some unknown condition in order to occur, or even be "user error", but I think the description is perfectly clear: a single click to eat a food item causes consumption of two.