This happens with alarming regularity in 0.15.
I have had it happen to minecarts w/ hopper and minecarts w/ chests and just plain ol' minecarts.
It would be very handy if this worked again 🙂
I've noticed that squid rarely (never?) spawn after spending a long time in a given area. Ditto for rabbits, ocelots and wolves.
Also, is squids not spawning in non-ocean biomes an intentional difference from MCPC?
@Sammy - If parity with PC is the idea, then I believe Farmer Villagers should harvest crops and plant seeds.
On 0.14b3 I have a villager in a fenced area with tilled dirt. I have planted seeds. The crops are ready for harvest. The villager just sort of wanders around and nods his head. I believe this is the "seed planting" animation. He will plant seeds when he wanders over a blank tilled block. He will not consistently harvest crops. I think I saw him harvest a few crops one time. Otherwise, he seems stuck in his nodding seed planting animation - on blocks that have fully grown wheat.
A fix would be lovely as it would allow a fully automated wheat farm 🙂
Affects 0.13.0 build 5
"Slimes only spawn in slime chunks under Y 40"
We don';t have access to coordinates so how would we know which chunks are slime chunks + what is under Y:40.... (okay that was a bit smart a**)
I have used an online tool to discover which chunks should be slime chunks (if MCPE uses the same algo as MCPC) and I have made spawnable areas in these chunks below Y=40 and I have not seen any slimes. I have hollowed out 5x5 chunks (that is 5*16 x 5*16) with the idea that MCPE might use a slightly diff algo. Still no slimes.
Furthermore I've played a LOT of MCPE. I have never ever, not even once in all that time seen a single slime in survival mode. Nada.
It seems very very unlikely to me that slime spawning is working as intended.
I've had it happen in 0.12. In this case, when the chests split, the game would crash if I tried to get an item out of either of the two chests. I had to destroy the chests and re-create the double chest.
I am having a similar issue with cows. I have a water way tunnel (glass 2 High, 1 wide, quite long; with a ceiling) that baby cows are kept in to mature to adult. If I have say 10 baby cows in the tunnel when I log out, when I load the game again 5 of the baby cows will be outside the water way tunnel. Very frustrating 😉
I'd be happy to send along the world files so that you could watch the issue happen.
I have found that cows occasionally will not move on slabs. As if they get locked into one spot and cannot move again until some of the slabs around them are destroyed. Even if you are holding wheat, they will not move. (This seems related. Apologies if it is not 🙂 )
On a tablet (1024x768) this change is so GREAT (difficult to overstate – it improves the usability immensely). On a phone (1920x1280) the gui is much too small. Could there be a new control for this? Sort of like "Button size" - "UI size"?
So how is this not a bug?
If we report that a mob is not doing something that it is supposed to do (e.g. something it does in MCPC), that's a bug.
If we report a block does not behave the way it probably should (as it does in MCPC) then it's a feature request?
It's not making a lot of sense.
This ticket was created to point out that the resolution of the original ticket didn't make sense.
Do slimes spawn naturally in survival in 0.12? If so, where?
Spiders appear to be able to spawn in spots they are not supposed to spawn in - according to the wiki anyway 🙂
I have a mob farm that has a bunch of 3x3 spawning pads with a half-slab in the middle. The idea is that you will get all spawn-able mobs EXCEPT for spiders as they need 2x2 to spawn. The farm produces a plethora of spiders 🙂
Edit - The mob farm uses trapdoors on all edges of the 3x3 pads. Could it be that the spawning code is considering the trap doors as a spawn-able block?
Apologies for the very imprecise bug report. I've characterized it much better now and will file a new bug report.
Understood. The first line of my bug report says that it is different than before the change.
To (hopefully) clarify – It seems to mostly happen when you are placing blocks that are below the level you are standing on. The range is significantly less than it was before...
I have a world that does exactly this. In my case, it is gravel. When I load the world it immediately crashes. This happens 100% of the time on b9. Would it be useful for me to zip the world and send it in? Let me know.
Pat, if grass spreading is fixed and this issue is not fixed, I will open a new ticket, right? 🙂
I'm surprised to see this listed as RESOLVED and pointing to a general problem with grass growing on 0.11.x. This (grass not spreading under fences) issue has existed since 0.9.x....
I'm only mostly convinced... It still seems the yield is a lot lower than it was on 0.10. Also, I'd urge someone to do this test:
Cut 10 oak trees, wait for leaves to despawn, count saplings
Cut 10 oak trees, destroy all leaves manually, count saplings
I think I see more saplings if I destroy leaves. I'm also curious if perhaps the random chance of sapling is off by a decimal place – that is, it is 0.5% instead of 5%. I want to test this but I'm pressed for time right now. I'd urge some real testing before closing this.
I wrote mcpe_viz. While working on updating it to support the cubic chunks in 0.17, I discovered what looks like a nasty problem with respect to saving per-chunk biome and grass color. I believe this problem is the reason for this and related bugs.
The new LevelDB record 0x2d appears to store the following data for each column in each chunk:
The height of the top block as a 2-byte integer
The Biome (1-byte) and Grass Color (3-byte)
The 0x2d record currently has a length of 768 bytes. The "height" data consumes (16x16x2) 512 bytes. The Biome + Grass Color should consume (16x16x4) 1024 bytes. However, it appears that the 0x2f record currently only stores the first 4 rows of Biome + Grass Color (256 bytes).