I have been playing the 1.16 snapshots. I just upgraded to 20w17a and it is raining inside buildings again even below ground but not through every block. concreet, half slabs, andesite but not stone
[media]Has anyone in the community confirmed the ore distribute is back to normal (i.e. 1.12)?
This bug may have been introduced with the fix of MC-130270 Golems were spawning inside blocks.
In response Tyler Hunting's statement "...iron golems spawn in unintended places...", I built a farm with a ring of doors 32 x 32 square and watched golems spawn outside the doors.
According to the Wiki, "Iron golems will spawn in a 16×6×16 area, centered vertically and horizontally between the bases of the 21 or more valid doors in a village if it has at least 10 villagers."
The 16×6×16 area statement is completely wrong and has been for the last few versions. It would be helpful if the wiki could be updated after this bug is fixed.
Sorry but that does not solve the problem, they don't fall through. The golum gets stuck in the floor, wall, ceiling, door, glass blocks, half slabs. They apparently just spawn randomly anywhere within the spawning area without regard to what's there.
1.13 Pre-2 I tried expanding the size of the spawning area in my iron farm only to have the golum spawn with his head inside a solid block. This is seriously messed up. It even happens in normal villages when I increased the number of doors. See screenshot.
Iron Golums spawn inside any block. (solid, glass, slabs, stairs, doors etc) This has been happening since at least version 1.9 but seems to happen more frequently now.
This is seems to be partially fixed in 18w19a.
Current behavior:
1. When water placed on the top or sides of BOTTOM slabs, only the clicked slab becomes waterlogged. Water no longer flows over the adjacent slabs.
2. When clicking with on a TOP slab, The slab becomes water logged AND the water flows. (Is this the correct behavior?)
3. Once again you CAN use slabs to block flowing. So that too is fixed
However, If you have stacked a BOTTOM and TOP slab, you can not click with water on the top or sides of the combined slab to start water flow.
(Is this the correct behavior?)
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Maybe this is working as intended, but certainly it is not a desirable behavior for anyone that builds mob traps.
The following pics show water behavior using signs. This extends to many other blocks. as other have posted.
1. Place sign, click the sign with water. Result: Sign becomes water logged.
2. Place sign, click above the sign. Result: Water does not flow. Old behavior: water flows "over the sign"
3. Click click the sign with water. Result: Sign becomes water logged. AND water, from step 2, flows "over the sign"
4. Break the sign, Replace with solid block to remove water, break solid block, replace with sign. Result: Sign replaces the water.
This behavior, while inconsistent and confusing, does leave a way to still use signs to block water in mob traps, but the procedure is now different. Get the water flowing first THEN add the signs below the flowing water.
As explained by Moonbat, If you large floor or roof area covered of half slabs, A water source next to any slab will spread to every slab and become source blocks that can not be removed with sponges. It makes sense if the water spreads, but as flowing water, not as source blocks.
Water also does not flow off of signs, fence posts, or ladders.
I'm having this problem with 18W14B.
The world was originally created with server18w10d.jar. It started the first time after installing the new server.jar but now it won't start at all.
Finally I've deleted everything and started it again with
java -Xms2g -Xmx4g -jar server.jar nogui
Updated eula.txt
And I get odd warning messages.
[21:04:55] [main/WARN]: Ambiguity between arguments [teleport, destination] and [teleport, targets] with inputs: [Player, 0123, @e, dd12be42-52a9-4a91-a8a1-11c01849e498]
I surely hope this does not "work as intended". I've never seen it this bad. Even with rain enabled for three hours, the file keeps spreading.
Part of the problem may be to the messed up world generation. Trees, are over spawning sometime making walls of wood. Leaves and grass are also over spawning. Fuel is so close together that fire maybe spreading faster as a result, overwhelming the original settings. However, the fact that rain no longer extinguishes the fire seems to indicate a bug.
Maybe fire could be set to go out faster the longer it rains.
Also Dark oak trees generate as 3x2 4x2 and walls of wood.
I just tested the leads in the Windows 10 version. While rendering of the leads is not perfect. They did not disconnect from the post and animal, disappear, or despawn. After an hour of playing, the leads remained. Respectfully, perhaps the code from that version could be compared to the Java version.
Well this sucks... Getting villagers from zombie spawners has been a valid strategy for years and now it's gone. I get why mobs were split up, but that's not really a good reason to remove this feature. I just requires a few lines of re-coding to add a random chance of spawning in villager zombies.
MC 1.11 – Mostly vanilla Spigot server. Survival smp.
I've had this happen twice, where I place the box down and opened it and the contents were gone.
I used /tp, placed shulker on ground and opened it in quick succession. If I wait a few moments after tp and wait again after I place the box down, I don't have the problem.
Minecraft 1.11. Witches don't even spawn in or below structures generated above the normal height
I found a simple work-a-round. I was having this issue in my 1.10.2 vanilla server. I had 4 or 5 zombies generating this error.
To fix the issue, I changed the server to difficulty 0 (Peaceful) and gamemode 1 (Creative). After flying around reloading all the chunks near spawn, I exited the game, saved the word, and restarted the server.
The errors have now stopped. I assume the zombies were deleted when the chunks were loaded in Peaceful mode.
Actually although the string and bobber are invisible. After casting, if I wait, I can still catch fish!