Great findings, Julia Spencer. I hadn't originally noticed these myself.
I would say it's still the same issue--just change the title to "1 block elevations treated as 'non-traversable' terrain in certain configurations" or something to that extent. It still impacts gameplay considering that the behavior is not the same as it was pre-1.9.
They do not go up blocks with leads; the lead stretches and breaks. That part of the bug is 100% intact. It's not fixed. No confusion there. If that is intentional, leads shouldn't be able to be placed on them, since it doesn't match how other mobs behave with leads.
The rest could be debated, I still say their behavior is largely inferior to what it was in previous game versions, but I'm open to debate. It could very well be my imagination. I use Iron Golems a lot so I don't intend to stir unnecessary trouble. I'm legitimately hoping their behavior is what it was before, and that my tests of them only getting up blocks half of the time weren't enough to determine anything.
Correct me if I'm wrong here, are there any other mobs in the game that walk against single blocks and don't immediately walk up them? That's what Iron Golems are doing now. It seems random when they do actually travel up a block. They don't react to hostile mobs as quickly as they used to either, so they're less likely to go up a block as a result of chasing something.
It seems to be partially fixed. When they walk against a block, they have a lot of resistance to climbing up it (you can see the particles on the block going everywhere). Sometimes it takes them a while to get up the block, other times they do it instantly. They'll stand there and jump a few times before going up the block. A test I did on 1.8.9 shows that they do a better job of climbing up blocks in that version. Technically this could just be semantics and that part of the bug is "fixed", or perhaps that is their way of fixing the bug. It wasn't mentioned in the notes, if it was their way of fixing it.
Iron golems still cannot be led up blocks with leads, however, so that part of the bug is still intact and not fixed. There's no way that's intentional, because you can still attach a lead to them, and they can now halfway climb up blocks, but you cannot pull them up a block with a lead.
Fixed in the 1.9.3 pre-release. Thanks, ProfMobius.
My testing on the 1.9.3 pre-release shows that iron golems still don't go up single blocks when pulled by a lead. However, they do seem to travel up them on their own. Can anyone else confirm this? I was hoping it would be fixed alongside the same bug that was preventing horses from moving up blocks.
Thanks for the suggestion. I have noticed they are also capable of climbing out of water. I guess because of the "boost" it gives you. So they can exit a river, but they always stay at the bottom level. At least it is therefore possible to take horses across rivers with leads, but you can't do much else, unless you carry half slabs around with you.
Still problematic in 1.9 single player, nothing will stay tied up. The lead always breaks.
This is an annoying problem in Minecraft 1.9. It means that you can't effectively take multiple horses back to your home base. Nope, you've got to tame them and ride them individually. Literally shocking. Horses will also get stuck at the lowest point of land, like in rivers, if other comments are to be believed, but I haven't noticed it. Good thing we have an april fool's update though. :/
This is actually a huge problem for me in my 1.9 world. I have a custom village that I created back in 1.7, with iron golems and a large cobblestone wall perimeter for defense. The golemns are now pretty useless since they don't go up blocks. It's good that my village is mostly flat, but they get stuck very easily. I also noticed this problem when I was repopulating a village in the wild. When I created golems to protect the villagers, they got stock at the bottom of a hill, and I couldn't get them up with a lead or anything. Hope this gets fixed. Can't believe they're busy letting you cut the face off a snowman, but the Iron Golem is literally broken and they're not doing anything.
While I don't typically use mapping applications and the like, thinking them to be a bit unfair for regular survival gameplay, I decided to investigate my save with Chunky to see if what you're talking about is what happened. In the Overworld, the End Portal that I use to go to the End is roughly located at around X = -1040 and Z = -60. When looking at the End, at around X = -1040 and Z = -60, there is a square of terrain perfectly generated around that area, showing that I have been there. However, it's not connected to the rest of the End that I have actually explored. I guess that does confirm that the bug is happening in release 1.9. I added a picture to show this. (You can also see my failed attempts to bridge out afterwards.) It seems to mostly match what the other commenters and pictures demonstrated, but it appears that this bug used to happen on every entrance into the End. It only happened to me on the first go.
That kind of makes me sad, knowing that there was a slim chance I could have survived it, had I fallen into some sort of cave in one of the islands or something. 😞
Yeah, if the problem resides in how old the world is, that could likely be the cause of my issue. This is a bit of a franken-world that started out as a 1.7 multiplayer world, then was transferred to single player since 1.8. The seed was reset in the process, which I had to later go back in and edit, and delete the mismatching chunks as I was doing that. That said, I do have a Nether portal network with many linked portals traveling thousands of blocks, and that worked perfectly as soon as I tried it in 1.9. Not sure why the End portal gave me issues.
Technically I guess I would have been taking void damage, since I was literally dead within 2 seconds; I tried pulling out some ender pearls I had brought to throw myself back up to the mainland, but I didn't even see it (looking down I suppose). The damage was so quick, and it was also silent strangely, unless it was simply drowned out by the reintroduced "portal exit noise". I know the noises for void damage are working, since I was thrown off quite a few times later by Endermen while trying to bridge out to End cities.
I'd like to see whether what just happened to me is a result of this bug. I went to the End for the first time since the 1.9 update, mostly to check on my End base and to see if I could start exploring outwards to find End cities. I've taken the trip dozens of times in 1.8 and had no issues. As soon as I go through the portal, I start suffocating, and within seconds I die from "falling off the world", taking all of my Mending-equipped diamond gear with it. Lovely. Well, I took the trip again, figuring the whole thing was bugged and I'd have to reset my End spawn point or something, but no, this time I teleported on top of the obsidian platform as expected.
Has anyone else experienced this problem with only the first trip to the End causing issues, and would it be related to this bug?
I can confirm this on 1.8.9. Have wasted so much paper that I spent precious time farming just because I accidentally shift clicked while zooming out a map instead of simply clicking. Punishing the user for a simple mis-click.
This happens to me constantly on my 1.8.9 server. Anything I tie up (horses, cows, sheep) breaks the lead and just gets away before I even notice most of the time. I remember this vaguely being an issue on 1.7, but it's gotten a lot worse now. Back then I generally only had the issue with the lead turning invisible, now they always break. Leads are pretty much useless for me.
This, combined with MC-2025, means that I cannot store animals or mobs in any fashion. They die or escape within a few hours of gameplay.
This bug has been happening to me a lot on 1.8.9. I can't really say it's gamebreaking, but it makes it extremely frustrating when I have to worry about horses glitching into solid walls AND fences (so basically any traditional horse enclosure you would build) and dying and their armor and saddle disappearing. Same with my cow farms depopulating overnight because they either escaped or glitched into walls. What a broken mess. The Xbox 360 version of this game didn't have this problem 3 years ago. This is happening to me on both single player and on a server; I've tried vanilla Minecraft 1.8.9 and Spigot 1.8.8 with both having the issue.
I personally have not experienced the problem at all in extensive playtime on a local server since 1.7. I have not really monitored my CPU usage or housed a lot of players on my server, however.
Ah yes, I didn't mean to divert this in any way by asking about disabling zombies, but I thought I'd get a better response here seeing as others would know exactly why I need to disable zombies. I will try the Mo' Creatures mod while waiting for an update. And yeah, it would be nice if there were game rules that handled each mob separately, as opposed to just one that disables all mobs (or some other form of doing it). Giving users more ways to work around glitches while waiting for an update (nearly one month now) would be a good thing. (edit: I downloaded the Mob Spawn Control mod, and that is currently a good temporary fix to this problem, as it lets you disable zombie spawning without being required to change anything else.)
The most cumbersome thing about this glitch for me is the zombies moving at nearly the speed of light once a path is found to their target (usually a villager). Even if I could somehow play with the lag, that makes it impossible, because I can't open a door to my village without 10 zombies literally pouring in at once.
I have a village that I created near my home area, so this bug really messes up my play. I'm on peaceful for the time being, but is there any way I can disable the spawning of zombies alone?
Confirmed on PS5 game version 1.21.50. Can reproduce using exact same steps as OP. Happens every time I start my game, the GUI scale resets to -2 despite saying 0 in the settings. Thought it would be fixed when the native PS5 version was released, but it's not. I have a disc of the original "Minecraft Playstation 4" edition and play the PS5 bedrock edition via a free upgrade.