I must apologize. I went back to 1.14.4, 1.14, and 1.13 and could not find an instance where the eggs kept their hatch level when silk touched. I must have mis-remembered this as a feature. It would be a nice addition, however.
The last version I tested this in was 1.14.4. I had not seen anything since about changes to the mechanics, however.
Would it? A screen shot of a water source seemed non helpful.
@recon you should try it at least once with just you on the server. This appears to be a bug with how mobs are distributed amongst the players.
While on a multiplayer server (1.13), it appears that once someone signs in and loads up mobs, that when a second player logs in the mob cap fails to split.
The first player will get a lot of mobs spawning around them, but new players will not.
On our server, we have a drowned farm over a river biome. With a player logged in and in spawn chunks, afk at farm produced exactly 1 mob in 1 hour real-time.
Solo, there were hundreds spawned in a few minutes.
I have no evidence that this is specific to drowned, nor do I have evidence that is not the case.
That has ALWAYS been a thing. Place a carpet on the hopper, problem solved
Isn't this "works as intended?"
If minecraft couldn't write the updates for changes, your chunk files will be corrupted. If you don't have a back up then you are doomed.
If you enable command feedback you will be able to see outgoing whispers I don't think this was true before 1.13 but I have not tested
This is happening in 1.13 official. If you type a tilde ~ anywhere in any chat box, command, etc. It locks the controls...no mouse or keyboard possible and you have to abort the game process and restart. Nothing but pure vanilla.
***EDIT: Verified that this is caused by Discord running in background.
Can we please get a final ruling on this? At one point it was stated this was works as intended . Taking this out of the game will break things and not add anything to the game... Many thing can lag the game if you play foolishly.
I have seen this happen on a 1.12.2 server both in the overworld, and in the end. I cannot reproduce it reliably though. It seems pretty random, but has happened during a couple of dragon fights where people died (so nobody was in the end), had slept next to the portal and jumped back in pretty much immediately to find no item entities at all in the end. When I saw this myself, there were no exp balls, no dragon's breath etc. Looked very clean. The dragon was up and flying and the endermen were present.
Have not tried snapshots. They're too broken right now to do any real testing in and it is hard to be sure without killing yourself a dozen times to reproduce the effect.
I agree with the original poster here. Hostile mobs have never and should never spawn within the bounding box of an ocean monument. The only spawns should be guardians and bats. If this has changed, was it announced? Was this a one-time-bug?
Same issue with 18w07c. Loaded 1.12.2 word into snapshot to see new mechanics and how they would affect farms. No guardians spawn in existing guardian farm/temple. Tons of hostile mobs spawning though, so I am assuming the game no longer recognizes this as an ocean monument.
Same finding. On multiplayer server it appears that when a player dies and the chunks they are in are no longer populated, when the chunks fully unload, entities immediately despawn. This has happened in the overworld with less than a 2 minute delay as well as the End with a less than 3 minute delay confirmed.
That is exactly what is supposed to happen.
When you right click a spawn egg on a spawner cage it resets the spawner to spawn that type of mob. It does not instantly spawn said mob. Unless conditions are correct for the spawner cage to spawn, you will see nothing but the spinning mob displayed.
In order for a spawner to spawn mobs, it must be below light level 8 and will spawn most frequently at light level 0.
So if you go back to that spot and "/time set night" you should get (nearly) instant spawn of your mobs.
Is this not officially "works as intended?" since there is a specific death message for this?
I find it hard to believe that the death message "Steve fell from a ladder" was added by accident. And as far as I am aware this is the only way to fall from a ladder and get this message.
Can we get an official call on this? Please 🙂
This looks like intended behaviour.
The original overworld portal at -202,541 should link to nether coords -25,67 however that area was obstructed and the portal was created at -9,80. So when you travel back to the overworld, the new portal is at -72,640. The distance is >128 blocks from the new location to the old location (it is 163 and outside of the search radius) so a new portal is created.
Are you on a wireless network?
This is known behaviour with some wireless drivers.
If you search for the lose focus issue in google you will see examples of it.
TPG-Link is a program that handles wireless connections instead of the normal windows wireless and will cause this. There are probably other similar programs that do the same. I do believe this loads as a driver, so safemode won't stop it from loading.
Igloos only naturally generate in the snowy plains, snowy taiga, and snowy slopes biomes, not in ice spike biomes.
Villages don't spawn naturally in ice spikes. I do not know about pillager outposts, but I would highly doubt it.