It seems like you're not up to date on the current Village mechanics. Make sure each Villager has a Bed and a Work Station (check wiki for block list). You'll also want to grab a Bell somewhere; smithing Villager types will sell them.
I caught one spawning inside of a solid block (Grass again, who would have guessed)
They also spawn inside of beds, which breaks their pathfinding and causes them to get stuck.
Can confirm - the Golem "Gossip" criteria doesn't seem to take into account the presence of existing Iron Golems. I have an elevated village with 14 golems and 20 Villagers.
Confirmed (esp. for cats + villagers) in 1.14 official. They also try to jump onto 1.5 block high structures, like block+slab fences
Nope, this is fixed it seems
Seems to have been fixed
Fixed, with the exception of Iron Golems...
19w09a confirmed except it's also affecting singleplayer, in ways you wouldn't expect. My system requires a render distance of 15 in order to begin spawning mobs anywhere near normally and it's still drastically reduced compared to last stable version.
Might as well note that this seems to be highly influenced by direction of all things, the game forms no-spawn chunks but these chunk's locations are not static (manually respawning enemies repeatedly gradually increases possible spawning area it seems) and have a heavy weighting towards specific areas. Logging out and back in temporarily increases spawn rate, but the game will never spawn enemies in certain chunks and has reduced spawn rate in numerous chunks.
Going off in most directions will see nearly no "no-spawn" chunks while one specific direction (I believe negative x and positive z) will become chock full of no-spawn chunks.
hope this can help testing some. I want this bug fixed; it ruins difficulty and end-game farming methods.
Confirmed in 19w06a
I think what he means is that grown bamboo (which is thicker than placed bamboo) can't get waterlogged
If I remember correctly, this is a feature of the AI appearing when it's not supposed to. Ordinarily, when the AI cannot create a path from the monster to its target, it will attempt to simply get as close as possible without entering a hazard. However, in these cases, the monster clearly has a very short path to follow but is prevented from following the path. This definitely relates to my MC-142964, except manifesting in a comically more severe way. In fact let me test this...
Well, part of your error is something more obvious - mobs path through Bamboo like they would tall grass; they ignore it entirely.
Ah! I just reported a bug that's exactly like this issue, can confirm this bug (or at least a VERY similar one) for 19w04a. I had Resolved issues filtered out...
Yo, you put the description under Environment
Also a second weird side effect - the arrows belonging to the now-dead Pillagers became Tipped Arrows, it seems with Water Breathing.
I can confirm similar problems, they are able to spawn in certain transparent blocks; in my case Iron Bars.
The crash report was marked "server" and not "client"; the only crash report I have marked "client" was from a crash about invalid characters in a Superflat preset.
This is a general bug that affects all village behavior, even nighttime. It's existed since Villagers were given this behavior. Villagers will try to all gather together in close proximity rather than fill vacant houses. If a house is too far from the center of the village, it will never be occupied.
They are only willing to throw food at specific times of day. What seems to be happening is that
A. Villagers can no longer craft bread for whatever reason
B. Villagers have no way to get rid of Wheat seeds, clogging their inventory
I noticed that Potatoes seem to work just fine.