mojira.dev

Jack this Out

Assigned

No issues.

Reported

MCPE-60245 minecart with hoppers interacting incorrectly Duplicate MCPE-59483 Iron Golem spawn on bottom half slab with head sticking through a slab Duplicate

Comments

In 1.19.50 slimes damage iron golems, except for the smallest ones, which is identical to injuring the player. So it seems it is fixed for slimes and iron golems. Magma cubes behave the same towards iron golems as towards a player, so that also seems to be fixed now. in 1.19.40 it surely was not working as above.

I noticed the same thing last week, but was too lazy to make a bug report. Prior 1.16 egas don't stack with post 1.16 egas.

It started when I got a new PC a few weeks ago, with a 2060 RTX. I never had it on my old PC, both windows 10. So I can't see how this is a WIN10 problem.

I quick work around is found in how you set up both monitors. In the NVIDIA settings you can position your screens manually. If you put your second monitor in a corner of your main monitor and let them touch just on the corners, the chances are pretty small that your cursor will leave your main monitor. It's a bit painful now to switch between screens, but it's the best I can come up with.

The one on the west happens to be crossing a chunk border too (x=63-64), doesn't it?

Does not work in 1.16.201 still. See screenshots 2 and 3. (there is no screenshot 1, fyi).

The hoppers are on the westside of the chunkborder that runs right between the hoppers and the ice / waterstream.

In screenshot 2 The hoppers will only suck in the item if I let the item run into a honey block (coming from the bottom left). It will get dragged along by the waterstream flowing left to right at the top (it is slow but it works). So I think the item is not in the chunk with the waterstream, as the honeyblock stops it just in time to get to the next chunk. If an item runs into a honeyblock, this 1 pixel is just enough to stop it from crossing a chunk border.

If I rebuild the stream and let the item make a U-turn into the honeyblocks, they don't get sucked up by the hoppers (screenshot 3). If I replace the honeyblocks with anvils it still doesn't work. So the item needs to be at least '3 pixels' in the chunk that has the hoppers. With 3 pixels I mean that the 1 pixel of the honeyblock or the 2 pixels of the anvil are not enough, and putting a wall there (with 4 pixels off) makes the item just land on the first hopper if the hopper can't accept that item (like is often the case in the item sorter systems we use this for).

So based on this observation the item is considered not crossing a chunk border when it bumps into a honeyblock as in screenshot 2. That is my analysis of the issue we're facing.

Coincidentally I found that screenshot 2 is a compact work-around for the item sorter issue many are facing. As the item is still 1 pixel in the water stream, it still gets dragged along by the water, be it slowly. Forgive me for adding that here, but it was too nice to not mention it.

Just got a new computer with an I7 and a 2060 RTX Super. Not even playing on RTX and get significant input delay; sometimes it takes seconds to open a chest. I never had this with my 5 year old I7 with a 950.

I put a lot of chests in my item sorter, and a lot of redstone. Seems to make things worse, but it should not happen, as it didn't on my old computer.

Reducing vsync seems to make things better.

All my nether mobs have become invisible, but I can move them through a portal to the overworld. Can't make a screenshot, because, well, they are invisible. Except for Ghasts that spawn normally.

In the overworld you see mobs teleport when they are out of render range, and when you get them back within render range they appear in the wrong place. You can't kill them or interact with them. Logging off and on at least shows them again.

I use FoxyNoTail's resource pack (v3.1.0), and have the red arrow too. SilentWisperer has pointed this out many times in the beta bug review, and it still happens. It is really silly.

I have had 4 villagers getting out of minecarts and teleport to their beds that were 100 blocks away. And these beds were not accessible to them as they were blocked by trapdoors they can't open. Two villagers were in a room they normally can't get out from.

Hard to reproduce, but very annoying.

I can confirm this happens in 1.16 single player also. Not in every location, but frequent enough to notice.

My simple barter system stops piglins from picking up gold once I put more blocks around the hopper with carpet they are standing on. In the screenshot they pick up 100% of the gold ingots that are dispensed (by a dropper). Once I put a block at the same level of the hopper, they will start to miss one fairly quickly.

I have the impression it has to do with pathfinding once they see blocks they are suppose to be able to walk on. Very weird though as they are completely blocked in by full blocks.

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Well, it took 6 months, but 1.14.60 fixed this issue for me. Iirc, it started with 1.12, but I can finally travel more than 1000 blocks again without a crash (and losing stuff randomly in the process or while falling into the void).

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I have another screenshot with a golem spawning on top of carpet! It's head is stuck in a top half slab, just like the other one. I can't get him off, so I know for sure that he spawned right there.

I noticed earlier this week by putting a redstone torch underneath a honey block, and it did power the piston on top of the honey block. In Java the honey block is not conducting redstone power, so I was wondering if this indeed is a bug.

Add an upvote to 59682, which covers similar issue. I have the same problem.

This work around doesn't work for my raid farm. I have maybe 1 or 2 pillagers spawn every 10 minutes at a platform that I even expanded for testing. I used commands to kill any pillagers in the area, but there were none to kill. I killed all mobs, and still nothing. Setting game to hard mode makes no difference.

This raid farm worked as intended in 1.13 and 1.14, but broke in 1.14.1. Carpets make no difference. I filled up the whole Y coordinate with blocks and just left the rest open above the spawn platform.

I can take a picture of an empty spawn platform, but that seems kind of meaningless.

Same with witch huts: a lot of hut, no witches.

I use Windows 10. I'm pretty sure the pathfinding cannot keep up properly. Villagers unlink from beds and jobsite blocks, and if the bed happened to be the village center, the center may move to an area far away. Or it could create two village centers, or even more. A village center is defined by the first bed that is linked to a villager, and a village can have only 32 beds max before it creates a second village. If that happens, the village boundaries may extend way further than you think. I had villagers walking into my house, which was 200 blocks away from the village. They saw a jobsite block, so they wandered over.

The most secure way to maintain a village center in the position you want it to be is:

Place one bed, make one villager link to this bed, and lock this villager up in this room. Like a mayor on house arrest. And don't place more than 32 beds to make sure you have only one village.

I have done the same and indeed these villagers go nuts. They breed faster than rabbits! You probably don't realize that with over 100 beds you have 4 villages, not just 1. I believe this is the issue behind what you see.

It is annoying, but my advice would be to limit the number of beds to 25 or so. Build the next village at least 100 blocks away, but as the village boundary extends by placing beds, jobsite blocks etc, I recommend 200 blocks away. It sucks, I know.

The village center is defined as the first bed that is linked to a villager. As you have four village centers, the chaos is complete. The pathfinding is not good enough to keep them linked to their bed properly. The huge number of villagers exacerbates the issue. You will see the same with jobsite blocks; they will unlink from these too.

I wiped out my village 3 times and have given up on placing more than 25 beds.

I have had the same issue, and it seems to get worse after you create more than 32 beds (the maximum size of a village, it will create a second village with the 33rd bed). Villagers started to run away in different directions, golems ran after them and got lost, etc.

You are probably better off by limiting the number of beds to 25 or so. And give them all a jobsite block somewhere close to the village center. The village center is defined by the first bed that is linked to a villager. If this villager unlinks from this bed, your village center will move to the next (unknown bed). Very annoying stuff.

Build the next village some 100 blocks away, but as village boundaries extend by adding jobsite blocks, beds, etc, it is safer to build the next village 200 blocks away.

I learned it the hard way; I have killed all my villagers three times already.

Same issue here. Gave it an upvote, just like all the other posts that are dealing with this problem. 1.13 has a flaw that 1.12 didn't have.