mojira.dev

Johan Vestergaard Paulsen

Assigned

No issues.

Reported

MCPE-189618 performance issues on mobile in latest version Invalid MCPE-189572 Farmer villagers attempt to pathfind to crops they cannot reach Duplicate MCPE-189533 Entities (villagers and minecarts) displaced when loading world Duplicate MCPE-189509 player attack reach is shorter on mobile Unconfirmed MCPE-181422 Village center changes and does not center on a POI Incomplete MCPE-180110 GUI buttons on display misplaced after update Duplicate MCPE-178270 Villagers in End detach from beds and workstations at reload Cannot Reproduce MCPE-169402 Wheat not giving expected number of seeds Duplicate MCPE-169369 Farmer emptying wheat field Awaiting Response MCPE-169031 Entities glitch throughfa rmland Duplicate MCPE-165227 iron golem spawns in bodies of water Awaiting Response MCPE-164333 Dolphins giving false lead Cannot Reproduce MCPE-161930 Horses get stuck on glass blocks. Awaiting Response MCPE-161775 cannot bonemeal sand under single block of water, bonemeal wasted Duplicate MCPE-152065 Iron golems not spawning (village mechanic) Cannot Reproduce MCPE-148130 Villagers disappear for no apparent reason Duplicate MCPE-146905 Iron golems spawning outside normal spawn boundaries Incomplete MCPE-137070 Potatoes disappearing when farmed by a villager with full inventory Duplicate MCPE-134599 Bubble columns persist after removing water source blocks Duplicate MCPE-133862 Glow squid spawning in end Duplicate

Comments

Updated game to latest version. Problem is no longer seen.

A local world on android phone.

(I have now edited for consistency with this in the original description)

This happens to me in 1.20.

I may add that my village is located underground, at about Y50.

I observe that most (though not all) raids spawn in caves unconnected to surface. Sometimes, raids spawn in a small ravine connected to surface. It seems to be consistent that raids spawn at Y50, same as the village, but with no particular preference as to whether the place is connected to surface or not.

I am to some degree able to affect the place of spawn as this seems to be relative to player position; the raid does not spawn very close to player position.

Just at thought. Possibly - if the inventory of the farmer works the same way as a dispenser (randomly selects which inventory slot to output from) - then that might contribute to the likelihood of the situation occurring where a farmer exhausts multiple inventory slots by composting seeds. Still does not explain how the farmers exhausts the individual slot though.

I did some more testing. Observations:

The bottom left farmer, who was given 1 stack of seeds and 7 stacks of wheat, is not so mysterious after all. The farmer was placed in a 9x9 field, and - naturally- used up the entire stack of seeds planting that field. Then, the first time the farmer harvested wheat, there would have been a 50/50 chance of the 8th inventory slot being occupied by wheat, eliminating the possibility of picking up any seeds. but, this only happens when the farmer has 7 inventory slots filled with wheat already and exhaustes the supply of seeds due to being in an environment where a lot of empty farmland is ready to be planted. So this test did not really reproduce what I see in survival.

I observed that farmers do a lot of composting with seeds. Even when the farmer has only a single stack of seeds in inventory. A farmer I observed made three bonemeal while having been given only one stack of seeds, meaning the farmer may have spent most of the stack. I also observed that when left alone, the composter may have bonemeal on top for quite a long time before the farmer picks it up, possibly limiting the amount of seeds the farmer may put into it, decreasing the chances of exhausting the inventory. Autoharvesting bonemeal from the composter by means of a hopper may allow for the farmer to drop more seeds into the composter, possibly allowing for the situation to happen where the farmer has close to 0 seeds in inventory while harvesting.

But still, I notice that it happens in my survival world, where the farmer has a lot of empty inventory slots, which - as mentioned by GoldenHelmet - should not make the occurrence very likely at all.

 

Yes, it should not be able to happen.

However, look at the related issue I reported here:

MCPE-169402

Harvesting brings in 0-3 seeds, not 1-4. Harvesting also brings in only 1½ seeds on average. Combined with the farmer's ability to compost seeds, there is a possibility - however unlikely - that at some point the farmer may have an empty inventory slot while harvesting. And when it does happen, it is irreversible. Over a long stretch of time, it may become unavoidable.

Other mobs are affected too.

I observed a sheep faling onto farmland, with the result of the sheep falling through as the farmland converted to dirt.

thank you @GoldenHelmet but this is another issue. I am aware of spawning ranges. The issue of this report is whether it is a bug for iron golems to spawn in bodies of water. The cave shown on the picture is completely flooded with water source blocks.

I can no longer recreate this error.

It is a newly created world, a couple of days old.

I see that I have not updated to 1.19.41, it is created in 1.19.40.

 

 

I can confirm this is still an issue in the latest update, just made a new flat world to test, and horses do get stuck.

The easiest way to reproduce seems to be to make the horses drop down next to a glass wall. 

In my latest attempt, I noticed horses take some damage as they fall a bit down. As if the glass blocks form a sort of narrow ledge for them to fall onto. The reason they get stuck is possibly that their pathfinding do not allow them to step off this ledge again.

I attach another picture from my latest test. Sorry, I do not know how to attach a world. I play om android and do not know how to find the file where the world is stored.

I tested on the test village (creative), and breaking/replacing the workstations (also replacing the nitwit) made golems spawn again. My fault, probably, I thought I had that one covered already. But nonetheless.

On my survival world I noticed something still off. No golems would spawn, even after I broke/replaced all workstations. then I realized the spawning platform is only 5 blocks wide. Golems need some space to spawn, but 5 blocks sohuld certainly do it. Anyway I broadened the spawn platform to 7 blocks wide. Immediately golems started spawning, but only on the part of the platform that is farthest away from villagers/beds/workstations. It is as if they do not spawn any closer to a villager/bed/workstation. To my knowledge, a minimum distance away from the village center is not a spawn condition?

Anyway this is hard to reproduce, so this ticket should probably be put down to human error.

The village will max spawn 2 cats. I tamed them and waited. No result. Then I killed them instead but no change. I doubt cats are part of it.

I tried reloading an old world where I have an iron farm (a survival challenge on flat world). It seems to be working fine still! Attached new screenshot, shows a newly spawned golem along a newly spawned cat.

This is puzzling. The iron farm in the earlier mentioned survival world will not spawn, neither will the test I made on creative. There does not seem to be any apparent difference. 

Third screenshot shows a survival world where I first encountered the problem (side info: for a while I had no golems spawning because the were torches in the little "monk cells", causing villagers to avoid going there and disconnecting. I have made sure this is no longer the problem, and golems have spawned for quite a while. Until they stopped for no apparent reason).

Second screenshot shows all 9 farmers working.

Screenshot attached. Setup is 9 farmers (with corresponding composters) and 1 nitwit, plus 10 beds with no villagers. No villagers are aggravating on their workstations, they are all connected, and all 10 villagers are sleeping at night.

Still an issue, though - if my memory serves me well - I think I remember that bone meal dispensed from a dispenser would (in version 1.16.210) grow the plant about 1/4 of its total growth, meaning that 3 or 4 doses was needed in all. I can observe in 1.17.10 that bonemeal from a dispenser grows the potato plant until its almost-final stage, meaning two doses of bonemeal are needed from a dispenser in order for the potato to be fully grown. This may be a change from earlier, but has not resolved the issue in full.

Still, when using bonemeal manually, only a single dose of bonemeal is needed for full growth.

(added version 1.17.10 to the report)

Issue still exists in version 1.17.10.

Farmers will pick up potatoes thrown at them until their inventories are full, then they will refuse to pick up any more. But potatoes harvested by them will continually be picked up, apparently just disappearing as the farmer has no more space in inventory.

(sorry for not responding earlier)

Further information specifically for villagers:

When underwater, drowned will not target villagers, not even at night (Drowned with tridents will). This only affects villagers, all drowned will still target players underwater.

 

Also, possibly unrelated, it seems zombies/drowned may not target villagers if they cannot pathfind to the villager. This happens even if they have a clear field of view (some non-solid blocks such as buttons will be treated as solid blocks when pathfinding). Only a clear path (or a path obstruced only by a door) will be possible for them to pathfind through. Should I create separate ticket for this?

 

 

 

My mistake, possibly. I just saw a vindicator. No patrol leader, though. But it seems illagers are able to spawn (though very rarely).