I too think they shouldn't be craftable - they seem to be a unique trophy for defeating the pillager patrol.
I am unsure what were the intentions behind some specific behavior of pillager raids?
They are fun, they are dangerous and they seem to be a very promising feature. But there are some issues I want to point out:
1. There are several rewards from defeating the pillagers: saddles, crossbows, emeralds, banners. Banners are a great show-off item, saddles are a real treasure (hard to obtain otherwise, but needed to ride horses). Emeralds and crossbows are a nice random loot in addition to those main rewards (obtainable in other ways, but not common).
For now it is possible to go for all of them, by attacking pillager raid on sight or make some distance, wait until all but the leader despawn and go for the banner + crossbow + emerald reward.
full encounter is a hard one even for an experienced player with full iron armor and iron sword. Using a bow makes it relatively easy, but requires using up a lot of arrows. Rewards are well worth it, so it seems very well balanced.
leader-only encounter is relatively easy and yields a good chance of obtaining a crossbow and an emerald and a guaranteed banner. This seems to be a little too much reward relative to encounter toughness.
From this reward-to-effort balance point of view, full raid is well balanced, lone leader is not, so the raid should despawn as a whole. It should not be possible to despawn part of the squad by moving to appropriate distance from them.
2. Pillager raid - village interaction
It is good that pillagers cannot reach and destroy a village player didn't even know it exists (so it is good that they despawn when far enough from the player)
Their spawn frequency makes it hard to find the village and ensure it's survival though.
I also wonder if pillager raids were meant as a way to locate villages for the player? Player in theory could follow the raid and try killing it only when it lead the player to the nearest village. This would be nice, but I don't think it can work this way - fighting the beast on the outskirts of the village seems to be very dangerous.
On the other hand, locating the village soon after the world creation and farming emeralds (either by farming sugar cane and converting it to paper or by selling crops farmed in the village or by farming wheat and breeding animals for meat) is a real and quite easy strategy for obtaining powerful enchanted gear - maybe it should be made much harder and that was the intention of pillager raids?
Walling off a village to protect it from both night-time monsters was a viable tactic even at the early game. It was relatively easy to do it having one full day before night-time monsters appeared.
Now with the raids spawning during the day, it is much harder. Was it intentional? Or pillagers spawn frequently now to let players test their behavior and will be decreased in the future?
Confirmed for donkeys (technically variant of horse, so confirmed before, but still)
Seems that the issue went away today without updating drivers - I've played other worlds yesterday for sometime, today started minecraft again, loaded this world and the sun is normal again. So I guess "cannot reproduce" for now.
I was looking at fireworks above water - it seemed exactly as second screenshot here - explosion made water invisible for a moment, then after a split second water and firework particles were displayed correctly.
I did not find anything similiar to this in MC-9553.
This bug is back in 1.8.1
Also, why "cannot reproduce"? I wrote that game is not crashing but becoming unresponsible, so the fact that attached reports are triggered manually does not mean that the bug is not here.
Yes. The game does not crash but becomes totally unresponsible. I have to close it and reopen to be able to continue playing.
I've stated that crash reports were forced. Maybe I'll correct the wording to be more precise.
The bug is still present in 14w21b.
EDIT: After closer look at the previous picture, it might be a different bug - in my picture parts of the textures are visible. Problem solves itself after a few minutes, but it happens once in a few games for me.
I made some more testing and seems that you are right - they are getting agressive.
But there is one more thing: one can shoot a group of zombie pigmen from some distance (probably specified somewhere on the wiki) and they won't attack, unless player gets close enough before finishing them off.
I just forgot about that behavior since zombies in the owerworld now (since 1.5?) attack from far away when attacked using a bow.
So thats probably intended, since zombie pigmen were always a bit more stupid that regular zombies (no pathfinding etc).
I encountered a similiar issue in a different setup in 1.5.1.
My setup (see image 2013-04-02_19.21.50.png) seems a bit simpler, as it containt only one dispenser. It works for the first button press and subsequent presses does not activate the dispenser. Block update near dispenser resets the setup (allows the dispenser to fire once).
Also with some similiar setups direction was important - eg. 2 directions worked fine and other two did not.
One can enter into corner fence - this possibility was added in one of the 1.5 snapshots - so collision box (thats the right term?) can be more complex than one box per block. Also stairs have such complex collision boxes I think? (I remember some tweeted screenshot before 1.4 release showing that it became possible to shoot an arrow through a tiny window made with stair block).
As for hitboxes, there are no complex ones at present as far as I know.
Jokes on the side, it causes serious problems with targetting / hitting small mobs standing near the corner.
baby chickens are not targettable at all (except with a bow ofc.),
adult chickens may only be targetted when you stand far enough from the fence. Targetting them from above when standing on the other side of the fence is impossible.
Two-high corner fence might block targetting of other mobs (altough that is just an idea, not tested it yet)
It is still (again?) happening in 1.5. Please fix!
The problem in 1.5 is probably caused by changes in corner fences - details to follow:
I had a few crowded pens with animals of different kinds. In 1.4.3 it was working fine, but after upgrade to 1.5 following things happened:
Chickens started to leave its pen and overran my wheat and pumpkin farms (so this were real escapes, not glitching through the wall)
Pigs did the same (altough they did not have farms to ruin in the neighbourhood)
A wolf entered sheep pen and killed at least one animal.
I noticed that it happened especially when I left the area and came back shortly thereafter. Im not sure if the distance was enough to chunks get unloaded, or just animals dissappeared and were reloaded.
I also found a workaround: When I replaced all corner fences with 2-high 1x1 wooden plank walls animals ceased to leave. Hence my note that the problem is with just corner fences in 1.5.
: Another case (from snapshot), where more offspring is created than expected and colors mix through the barrier - 2 blocks of dirt this time.
I have just tried the same thing in the newest snapshot and it happened again. Even more buggy behavior this time, namely 2 yellow sheep in one pen and 2 red sheep in other pen (1 block distance between pen walls) produced 2 orange AND 1 red baby (3 babies total out of 2 pairs!). That happened twice - both screenshots attached (
[media]and
[media]). Im not sure if I should make another bug report for that one? (because it is not only about colors and proximity, but about number of offspring).
To summarise, what I consider a bug here:
1) Sheep separated by more than one impassable block are reproducing, or babies have wrong colors.
2) 4 sheep (2 pairs) were able to produce 3 babies at once, instead of only 1.
@Talven I was going through the corridor between the pens and feeding the sheep as I approached them - probably first those on the left, then on the right. Not sure if I went on one side first then other, or one from each side alternatively.
I am quite sure that on the right side order was: pink, cyan, red, light blue, orange, blue, ...
I will test it today in the evening probably, this time taking care of the details.
@Markku Is that searching for mates done in order to make sheep come close to each other, or when they already "kissed" and offspring is spawned?
Observing animal behavior in game, I think the distance you and others are mentioning refers to movement algoritm at the beginning of the process (animals far away will not go to each other to mate) and not to actual creation of the offspring at the end, when they are required (?) to be touching each other.
I also noticed dirt blocks appearing in the air, sometimes with crops on them - like if parts of the village were created. They are often accompanied by fires out of thin air in nearby blocks / trees (wild guess - blacksmith's house lava spawns, creates those fires and disappears for some reason?)
Also some tree trunks are being replaced by dirt blocks.
I am attaching some screenshots that illustrate my findings.
[media][media]