I came in to check about what might be happening with my perfect Villagers that won't leave their houses for some reason, since I "updated" to 1.14.1 pre-release 1 about an hour ago. This seems to be exactly my issue. Hopefully that will get fixed soon! In the meantime, I'm reverting to a save just before I started trying out 1.14.1 pre-release 1.
In 19w14a, the Villager breeding did seem to slow down to a better manageable rate, but the golem situation became worse...THEY began to overrun the village.
In 19w14b, the Villager breeding seems to be working quite well...not too much, and fairly predictable. However...now I'm not getting a single golem!
Also, the farmers were farming in 19w13b, and doing a great job. Now it took nearly a Minecraft week for a single block of a crop to be mined, from completely new, spawn-egged villagers. Before, the Farmer, Shepherd, Fletcher, and Fisherman were scouring the fields every minute of the day when they were not gathered around the bell or sleeping. Now they stroll through the fields and don't do anything at all, except for the occasional single block...like maybe one block a day for each one! Very strange!
Confirmed that there are STILL no fish, anywhere, in 19w14a.
There are also no regular Guardians anywhere, even after spending 15 minutes swimming around an Ocean Monument.
It took a few minutes for an Elder Guardian to appear, but it suddenly did...sort of. It actually tried three times (spawning and disappearing; spawning and disappearing; spawning and disappearing) before it finally appeared long enough to hit me with Mining Fatique. Then it disappeared again...or so I thought.
What actually happened, was that it faded into the wall that was right beside it, and got stuck. It didn't die. It just couldn't get out of the wall, and it could no longer locate me or hurt me. I was able to kill it by hitting the parts that were sticking out of the wall (i.e. its tail parts). During that entire time, there were still no regular Guardians.
One thing I've noted besides the lack of fish and Guardians, is that there are an OVER-abundance of Squid, who are killing themselves in huge numbers on all of the shorelines.
This is at least partially happening in single player games, as well, and reloading doesn't help.
So far, what I've seen is FISH missing, and now I've just been discussing with a friend, the fact that she hasn't seen a single GUARDIAN of any type, in the monument she's been renovating.
This is NOT a duplicate of MC-139338. I am seeing most mobs, in 19w13b, including all nether mobs. In the overworld, I've seen and killed an Enderman, there are spiders, zombies, and skeletons. I have not seen any pillagers, but I haven't been near a village yet. I have also not seen any creepers anywhere.
The main thing that seems to be missing is FISH! There simply aren't any, anywhere. Period!
Also, I went into creative, got a spawn egg, and spawned a dozen salmon, then went into my nearby base (less than 20 blocks away), slept the night away, went back to the spot where I spawned the salmon, and there were only four left, with no sign of any of the other eight, anywhere.
I reloaded the world, then checked again for fish...no...not a single one anywhere.
Then I spawned another dozen salmon, left the area, went back, and once again, some had disappeared. This time I only lost four, and found eight. Still...this is just plain weird!
This is in a copy of the world I started in 19w10a. I was playing that world yesterday in 19w13a, and had a DIFFERENT problem, that got me frustrated enough to go back to an earlier point in that world (I always keep backups).
When this world was spawned back in that other snapshot, there were plenty of fish, everywhere...not too many...just a nice amount, and if I killed a small school of them, I could go back again in a couple of days, and there'd be more fish spawned. In that world that had been continued into 19w13a, they were still doing that.
However, when I went back to what the world had been like in about 19w11-ish, there were not even any fish where there HAD been fish the last time I played that copy of the world! They have all completely disappeared, everywhere in the world! 😞
It's still occurring for me in 19w13a, also.
Confirming the same event in my game.
It is still happening in 19w12b. One thing that HAS changed from 19w12a, is that if you use a Villager spawn egg on an existing Villager, in 19w12b it DOES produce a baby Villager. In 19w12a, it produced another adult Villager. Progress! 😉
This is one of the things I came in to report. Not only is the PLAYER exiting into walls, floors, or even on top of roofs, the villagers are, too!
Also, if they do, and there's another bed in the room on the other side of the wall, even though they always slept in their own bed before, after going through the wall, they think they have to go to the nearest bed in that room.
TEMPORARY WORKAROUND (if you have enough space)...don't put any edge of any bed next to any block!
This is happening in my game, too.
This is definitely true. I don't know if Shepherds, Fletchers, and Fishermen are still supposed to farm, but even the regular Farmers do NOT farm. They do report to the composters, but not only do they report to them, they climb INTO them and then are stuck there! Even if you let them out, they don't actually do their tasks...not at any time of day...not ever.
I'm experiencing the same thing.
OK...so I will never be able to actually get a clownfish_bucket? That means, if I'm understanding this correctly, that if I want actual clownfish in a pool, I have to keep emptying "tropical fish" into the pool until I actually get a single clownfish?
If this was actually meant to be the case, then why on Earth is there a clownfish_bucket in the first place? Why not just retire the clownfish, name it tropical_fish, and then have the different markings appear on that? Why did the clownfish itself have to effectively get retired?
You can still catch them with a fishing rod, and I assume they can still be used for feeding cats, and eating raw, plus they are to be found in schools, as far as I know...there were in the earlier snapshots, at least. I was able to catch them in a regular clownfish_bucket, until now.
That seems like a rather silly change, and just doesn't make any sense at all.
This is happening to me in 1.13-pre3. I know it was fine in 1.13-pre1, but not sure about 2.
Instead of editing, I decided it would be better to add another whole comment. I've gone back into the game, now, in 18w20c, and have now found that the same anomaly actually happened starting with the copy from when I first ported the world into 18w20c from 18w19b (which was directly from 18w16a).
I had only gone to my grinders one time in 18w20c, and just assumed that they worked correctly. Such is not the case. If I put that fresh backup copy in, I can go in and the grinders (one skeleton, and one spider) work great the first time, with the proper lighting, but as soon as I go somewhere and go BACK to each one, the lighting is messed up (totally bright and no way to make darkness happen again), and the spawners no longer work.
I came in to report that none of my grinder spawners are working in 18w21b. They didn't work in 21a, either.
The world in question is a single player world, started in 1.12.2, then migrated through the snapshots. Though I couldn't even take it into 18w19a, 19b allowed it to correctly form, and the spawners worked correctly.
Taking it into 18w20c was fine. I had no problems with the spawners.
In 18w21a, the spawners didn't work, but when I gave up and put in a fresh (backup) copy of the world, the spawners did work...until I went and did a few other things, then went back to the grinders, and then they no longer worked.
As soon as 18w21b arrived, I put in a fresh copy of the world and tried again. Very early yesterday morning, the grinders worked. Now, early this morning, after doing some other things and going back to try again...nope...not working. The figure of the mob is going around inside the spawner, but there are no sounds, and nothing ever is actually spawned.
Other hostile mobs in the area seem to be spawning just fine...it's just the spawners/grinders that are having problems.
UPDATE: I tried again, with a copy from 18w20c, which was working fine. Opened in 18w21b and went to one of the grinders...mobs spawned normally. Quit the game and went back in. As long as I remained there and went nowhere else, the spawner worked correctly.
Having noticed that someone reported that the lighting wasn't working correctly at some point, I took note that the lighting in the "killing room" was correct.
After several tries of quitting and going back in without going anywhere else, I then traveled to another location, and then back to the grinder again. No more spawns after that, at all. I then took note that the light inside the "killing room" was totally bright, as was everything else underground in that area, even where there were no torches!
So...obviously, after I left the area, then went back, something happened with the lighting, which would explain why the spawner was spinning, but nothing would spawn...it wasn't dark inside the spawning area, as it should be.
I'm not going to play this world until the next snapshot, then I will try again.
I think what he means is that you can place the sign...the vines just go away, and the sign gets placed.
Going by the screenshots, when he tried to place either an item frame or a painting in the same manner, the vines did NOT go away. In other words, you'd have to manually remove the vines, in order to place either of those two items.
I have no idea if that's behavior that needs to be corrected or not, but at least I believe that's what he's saying.
In Vanilla, I did open the 18w16a world I wanted to be getting on with, in 18w15a, and it opened fine and everything seemed to be the way I left it as far as having played it, at least. I made sure I was in the spawn area before saving in 18w15a. Then I went into 18w19b and brought it up. NOPE! It opened, but went into the routine of "preparing spawn," and once that was over, it "loaded terrain," but...every trace of world development was completely gone.
I tried again, using 18w14a. Again, it was all fine, as to played areas and development. Saved in 18w14a, quit, opened 18w19b, and opened the world again. Repeat of the performance with the 18w15a save.
SIGH...
Now waiting for the pipelined fix for the problem.
Also, Thank you, [Mod] Kumasasa! So glad a fix is in the pipeline.
When I was recording last night, when I used the 1.14 Official Release, using either Action! or Loilo, I had no problems whatsoever. I didn't try 1.14.1 Pre-Release 1, but as soon as I tried both pieces of recording software with 1.14.1 Pre-Release 2, I had drastic problems as described before.
I performed several restarts during the time I was trying to work this out last night, and every time, when I rolled back to recording with either piece of software, in 1.14 I was fine, but when I went into 1.14.1 Pre-Release 2, I got the same problems, to the point of the computer crashing. This was only with the one world I had been working on. I didn't try any other worlds.
I ended up going back to my previous backup and bringing it up to where I wanted it in 1.14 Official, then recording the two episodes I had wanted to do int 1.14.1 Pre-Release 2. I had no problems whatsoever. I also recorded four complete episodes in a different world, 1.14 Official.
Tonight, after reading the comment from violine1101, I tried recording in the world that I had further developed in 1.14 and made two episodes from, after making sure I had a current backup and taking it into 1.14.1 Pre-Release 2. I had no problems whatsoever–using either Action! or Loilo.
I know the problem last night had NOTHING to do with my computer itself. It does seem to have had something to do with the way that particular world must have converted into 1.14.1 Pre-Release 2 the first time, because now that that 1.14 world had been advanced further and THEN converted to 1.14.1 Pre-Release 2, it seems to record with either piece of software, with no problems at all.
So...if anyone experiences anything like this, my suggestion would be to roll back to a backup if you can, run the world a bit more, then convert into the current snapshot, then try again with recording.