OK so I've found that both of these issues are not bugs but changes that just weren't mentioned for some reason ('key name'
is not referring to the "name"
tags which were renamed to "type"
):
To ressolve the error, configured features now need to include a name
tag for the name of the feature as of 20w30a e.g. "name": "custom_feature_name_here".
{
"config": {
"feature": {
"name": "grand_pine_tree",
"config": {
"feature": {
"config": {
"max_water_depth": 0,
"ignore_vines": true,
To fix files in the dimension folder which produce this same error, you need to include a "name"
tag within the "Settings"
field of the json file e.g. "name": "custom_dimension" or "name": "custom_settings".
"settings": {
"name": "white_concrete_forest",
"structures": {
"stronghold": {
"distance": 32,
i attached it. Thanks for responding
Please remember a work-around is to dismount your horse/mule/donkey/etc before quitting your session. Yes, it's still not a "fix", but if you really like your steed, it's worth it. ;2)
Dinnerbone,
Thanks! I just loaded one of my SSP worlds in 14w20b and verified this fix is working. Much appreciated! (screenshot attached confirming this fix)
I'm glad a Mojang employee finally addressed this problem. Kindly confirm and add all recent versions of snapshots (14w17a, 14w18a/b, 14w19a) as still observing this problem. Thank you.
Getting back to this issue, I think there shouldn't be any trade "shuffling" happening with any villager spawned in any farmhouse, except they may vary for any "brown-robe" trade. I also think that for each farm plot (or every 2) generated in the town, there should be at least one brown-robe villager to tend it.
Hi, Paul. Per your request, here's my post pasted in here from MC-45489:
In my experiences with villagers (I've been observing 14w11/17/18 versions over the last 5 weeks), I've seen librarians, clerics, and even blacksmiths farm crops in various villages. As to whether they've emerged from a farmhouse is not known, but I have seen every other type farm at one time or another. There's apparently an unrelated bit of AI code activating regardless of villager trade that's causing them to farm crops, independent of what kind of house they are generated (or even randomized from a farmer).
One idea: Take a village from a particular seed and compare the actions of the villagers from each of the following builds (14w04a/06b/11b/18a) and see if anything is different. I personally doubt anything significant was changed from the 06 build, and that improper trades are still farming (non-brown robe).
In my experiences with villagers (I've been observing 14w11/17/18 versions over the last 5 weeks), I've seen librarians, clerics, and even blacksmiths farm crops in various villages. As to whether they've emerged from a farmhouse is not known, but I have seen every other type farm at one time or another. There's apparently an unrelated bit of AI code activating regardless of villager trade that's causing them to farm crops, independent of what kind of house they are generated (or even randomized from a farmer).
One idea: Take a village from a particular seed and compare the actions of the villagers from each of the following builds (14w04a/06b/11b/18a) and see if anything is different. I personally doubt anything significant was changed from the 06 build, and that improper trades are still farming (non-brown robe).
Thanks for the great discussion. Let's keep pressing for a solution.
Bug is still extant in 14w18a. Kindly confirm and update.
Great analysis, Paul! I wonder if it is the "farmhouse" villagers being randomized has something to do with them also acting like farmers, as you pointed out in MC-48593? Even though they've been randomly reassigned as a different type, they are still attached with "farmer" characteristics and act as you desrcibed.
I observed this still happening in 14w17a, so please confirm and add version to ticket. Thanks.
Bug has been observed in 14w17a. Kindly confirm.
Reading this comment history, it is obvious that the majority of respondents agree that leaf block suffocation is an unnecessary and game-damaging feature, intended or no. Ethan Wanless' suggestion bears merit, given the past history of community feedback bearing positive results. However, the vast majority of players are still playing in 1.7 and have little to no clue of this game mechanic change, and will not know of it until the official release of 1.8.
I am pretty confident that once this update is released, you'll hear a LOT more about this. I encourage the Mojang staff to consider some rendering alternatives for leaf blocks to prevent "x-ray" effects and drop the suffocation damage they cause, as it would appear doing this would resolve MC-1769(at least for leaf blocks) and MC-2102.
I agree with Gary Closse that suffocation in leaf blocks should be disabled.
I will also ask the moderators to add to the ticket title that "all mobs and players" are subject to this suffocation damage (as WmMichael Irwin mentions), not just cats and dogs.
Anon Ymus,
How is it a separate issue? I was directed to this ticket from another moderator when the ticket I opened was flagged as duplicate. Also, suffocation is not an intended feature, unless you can quote a Mojang employee stating such (as other mods in here have made claims).
Suffocation needs to be turned off when players' and mobs' heads get stuck in a leaf block!
I agree that ", also causes suffocation" should be added to title of this ticket.
Paul,
Trades from librarians are generally the same, though the enchantments on the enchanted books vary between them.
@moderators: Please update this ticket per our feedback (see above). Thanks.
Thank you Karen. The issue affects not only riders, but also the following:
Animals/mobs jumping up into a solid block automatically take suffocation(1/2 heart) damage each time they jump up into the "solid" block. This movement can also be caused by bumping or hitting the creature as damage causes them to jump. I can easily replicate this by making a simple chicken farm pit and populate with lots of chicken, then bait them at a certain place. See screenshot.
Animals still set their movement path under/through leaf blocks as though they are passable blocks, but then suffocate if they clip or jump up into them.
Animals still often spawn inside of leaf blocks (jungle/forest) and suffocate as a result (going into a newly loaded chunk may find their drops in/under trees they suffocated in).
Tamed Animals will teleport with the player, often into a leaf block if the player is near one, and suffocate as a result.
This bug is observed in 14w11b.
This error can easily be fixed by including a "
name"
tag within the"settings"
field of the json file e.g. "name": "custom_dimension" or "name": "custom_settings".See my comment in bug report MC-195871 for ressolving this error with configured features.