mojira.dev

Max H. Stone

Assigned

No issues.

Reported

MC-181931 Only rarely and partially wrongly generated biomes in the Nether in the 20w18a Duplicate MC-154921 Maps hanging in frames on wall are gone! Duplicate MC-152455 Sleeping Villagers move around the village in laying position Cannot Reproduce MC-147800 Chunks nearby getting a full reset if load with 1.14pre1 Fixed MC-147675 Chickens flight to the ceiling and kill themself Duplicate MC-144906 Ticking entity: After transporting creatures through the portal into the Nether Minecraft crashes completely. Duplicate MC-144905 Nach dem Transport von Kreaturen (Pferd und Schwein) durch das Portal in den Nether stürzt Minecraft vollständig ab. Duplicate

Comments

I haven't been seeing this bug for a while.

The world in which my sons and I play is a survival world and so I could not enter /locatebiom. But I created a new world with the same seed number in creative mode. There is a Crimson Forest nearby, but see my Sceenshot: The whole biome is in the lava lake. Only at a small tip you can see a little bit (see the circle).

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I would have to change the headline to "Only rarely and partially wrongly generated biomes in the Nether".

Seed: 8448929408712390508, all settings to normal/default.

We hadn't played the version 20w17a because of the bug MC-179841, but I didn't notice in the change log that the new biomes are now very rare. A pity. For us the new Nether now looks just as boring red as in the 1.15

Converted this world backward from 1.14.3pre4 via 1.14.3pre3, 1.14.3pre2, 1.14.3pre1 to 1.14.2 (directly vrom pre4 to 1.14.2 too). The maps are still missing. In the game folder under data the data files map_xx.dat are still there.

Yes, I opened this world with each snapshot: 1.14.3 Pre-Release 1, 1.14.3 Pre-Release 2, 1.14.3 Pre-Release 3 and now with 1.14.3 Pre-Release 4

Two another test with 1.14.2 Preview 1 and with deactivated golem traps: Nearly the same as before -> after 3 and 4 hours real time the golem rise to 71 / 73 in the big village nearby with about 195 Villagers. And the the count of golems (and villagers) seems to stay at that level. As I wrote in the post before: Much better than in the 1.14 👍 but a general limit for each city should be add...

From the old post MC-145766 -> — My world is from 1.13.2 converted via 19w07a and each snapshot after that. In the big village (in that I added beds, working places and bell, ) I built traps to reduce the number of golems. Hundreds of Golems have been killed by these.

Now I made a new test in 1.14.1 with the big village in that are 120 beds and working places, 4 bells and nearly 200 villagers (never count them all before): I used the command /kill in LAN mode to kill all 77 golems and stayed for 2 real time hours in the middle of the village. Then I kill all the new 42 golems und run the game for another 4 hours: 72 new Golems and in the traps are 30 red flowers and 100 iron bares.

I think that this is much better as before in the 1.14, but there should be a maximum limit for iron golems per village.

And is anywhere a guide for the best way converting a 1.13 village to a 1.14 village?

Just for my information: Why did you close this old post with all the user information, all the pics and all the followers for a post with nothing of them ❓ It looks from the beginning to the end like exact the same problem... Just wondering a bit.

In my world (created under 1.13.2) I discovered a few new villages playing in 1.14. I noticed the following:

  • In the villages that have been created with the 1.14 (new generation of the chunks in previously undiscovered areas), I have no problem with Iron Golems there!

  • In three villages that have already been discovered in the 1.13.2 and have now been added with beds, jobs and bell, there are in the 1.14 I have still massive problems with the spawning of Iron Golems. (One big village with 4 bells, a middle-sized village with 1 bell and a small village with 1 bell).

My world is from 1.13.2 converted via 19w07a and each snapshot after that. In the big village I built traps to reduce the number of golems. Hundreds of Golems have been killed by these. After switching to version 1.14 I used the command /kill in LAN mode to kill all 458 golems there. Now, after just a few hours of play 1.14, there are nearly 100 golems again.

I can confirm this for 1.14pre2, too... It's a old world from 1.13.2 converted via 19w07a and each snapshot after that.

The problem even exists in villages I wasn't after the village upgrade in 19w11a. In the big village of my world (see pics above) I set the three bells not directly in the center, but the golem spam mostly there and often in the houses near the center...

I tested my world as a backup from the 19w14b on both computers with the new 1.14pre2 and the problem seems to be resolved! 👍

Single Player: After loading a game, it takes now 5 to 10 minutes before the chunks begun to load. This may be related to the fact that in my world in my neighboring village by the iron golem bug created more than 100 golems. After pressing the ESC key (pause mode), the chunks are loaded immediately.

This behavior also applies to chunks that are not loaded / slowly on travelling around the world (also far away from the iron golem village). In pause mode this chuncks mostly load immediately.

And as @AJMFactsheets wrote: Setting the render distance down affects nothing...

Meanwhile I tested it on two computers. One with an old Core i5 (1st gen) computer with Windows 10 64bit and with a Core i7 (6th gen) with Windows 7 (64bit). For this saved world it is always the same chunk who ist reseted in 1.14pre1. Even if I got in 19w14b in the middle of this chunk, save, an reload in 1.14pre1 (with and without "optimizing") I start in a reseted / respawned Chunk in the middle of stone...

Yes, it seems to be in 1.14 Pre-Release 1 back... Yesterday evening by testing on a old Core i5 (1st gen) computer with Windows 10 64bit and had no crashes. Now on a Core i7 (6th gen) with Windows 7 (64bit) it crashes immediately. According to the coordinates, the villager is a bit outside the village and 17 meters above the ground.

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@Robin Gravel - In the second screenshot it looks a bit, yes, but it was everywhere in this chicken coop. See first screenshot and the drops in the second one...

Can confirm this (for me massive) problem in 19w14a. Meanwhile I guess more than 100 iron golems in my town... The game get extremely laggy!

Can confirm both in 19w13a. That started with the new villager rules in 19w11a (bed instead of doors etc). Chunks loading very slowly. Sometimes it takes a minute until you can move a bit. Mobs running slow or in intervals where you can't see the motion between. Fighting agains mobs is horrible!

Can confirm this in 19w13a! I was in a village and before each crash I see villagers breeding. After some more crashes in my world was night. I was able to play all night without a crash! In the morning, when the villagers woke up, the game crashed again with "java.lang.NullPointerException: Ticking entity". Another hint for breeding? Switching back to snapshot 19w12b everything is fine and no more crashes with villagers.

Btw: My world is a old 1.13.2 that I upgrade at 19w05a and all following snapshots installed on different PCs with Windows 7 and 10. In the village I set beds, workplaces and a bell.

As a supplement to my entry before: After two more crashes in my world was night. I was able to play all night without a crash. In the morning, when the villagers woke up, the game crashed again with "java.lang.NullPointerException: Ticking entity". Hint for breeding?

Can confirm this in 19w13a! I was in a village too and before each crash I see villagers breeding.

(It's a old 1.13.2 world I upgrade at 19w06a and all following versions. In the village I set beds, workplaces and a bell.)

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I can confirm this bug in 19w12b in a World converted from 1.13.2 via 19w07a. Meanwhile there are 50+ Iron Golems (see my both pics) and from my villagers 2/3 are dead. The dead fo villagers I only can confirm always are in a hug group of Iron Golems. I can't say what happend there in the group.

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