Gotcha, issues have been re-posted separately.
I returned to my animal pens after a long-distance mining trip to find all my animals missing. NOT just "invisible", as I could not feed/breed or strike them. I closed and reopened the world while standing closest to the chicken and sheep pens, and the pigs and cows came back but the chickens and the sheep remained missing.
Edited to add: This seems to apply to villagers too, although they do come back with a restart. I came across a desert village that appeared to be empty while carrying the "bad omen" effect, which did not activate. I closed and reopened the world again, and a number of villagers appeared in the village, along with a horde of desert zombies, and the raid activated.
ETA 2: Wild bunnies, a cow inside a village pen, and a tabby cat, all appeared in the village after the restart as well.
WOW, so, I restarted, and they're there again, but as I try to feed the chickens they are all occupying the same space and are impassable. I bounce off of them every time I try to walk in their direction because they are a solid knot of overlapping chickens. Something is definitely wonk with their clipping!!
After getting marginally better for a few snapshots, as of the last several (currently affecting 19w05a, as well as the last two or three before that), this has returned as a serious issue. Maybe every ten to fifteen blocks I mine, I am rubberbanded back up to several solid seconds. Obviously this makes play extremely difficult. Why does this even become an issue in some snapshots and not others? Frustrating as all hell!
@_xlf Yikes. I'm not "demanding" anything, I'm echoing several other people's comments that this isn't the best way to utilize us as snapshot players for our ability to help. Our free help, even, which I'm pointing out is being somewhat wasted in situations like this. I'm trying to emphasize what would make us more useful to the devs, I'm not just sitting here complaining with no purpose. I'm identifying and elaborating upon a specific problem other people have also noted, pointing out why it's a problem, why it would be worth it to solve, and possibly how.
I am also having this issue. If I am holding the key to walk forward but am stopped by being up against a block, and I then hit jump, I cannot jump. Not until I either move away from the block, or stop walking forward. I agree with Third Eye, Igor, and others' comments above; this is an example of a very, very basic and vital gameplay mechanic that is unusable, which seems to be a repeated issue.
I understand that the whole purpose of the snapshots is to basically outsource bug-finding and general playtesting to the community, but I agree in feeling that the frequency of such basic issues like this is most likely a huge headache for everyone involved that could be solved in other ways; it seems to me that it would be more productive to have the snapshots playtested just slightly more thoroughly for the most basic usability, before releasing them to the public for more detailed and extensive playtesting. I feel like it's going to keep a lot of people from being able to play normally and thus find rarer but still important bugs, if they can barely use the basic gameplay functions, which just slows everyone's ability to help and sort of shoots the best utilization of the community in the foot. If we're all impaired in something as simple as moving around within five minutes, we stop being as effective at finding the things it actually takes time and involved gameplay to come across, which is where the community manpower seems like it would be best used. Not, dozens of people saying "hard to move" as soon as the snapshot is released.
As far as actually solving this, I'm sure there are LOADS of people available worldwide who would be happy to be employed for a reasonable wage simply playing Minecraft to find these most basic bugs as fast as possible before every other snapshot user has to also deal with them. And for every bug a public release doesn't have, that's like, a minimum of half a dozen duplicate bug reports that no longer clog up the system for the people who have to handle and respond to them!
In reply to Oval's edit just a minute ago: with difficulty, I can breed my animals, as long as they are already near enough (or are pushed closer), and the baby ones DO grow up in my game. So far I've tested this on pigs, cows, sheep, and rabbits, and breeding works fine, minus the movement issues.
Agree with Daniel. I also can't use bows or crossbows, same issue as mob-fired arrows.
Am also having this issue in 19w03a; a bunch of my pigs were outside the pen when I loaded this snapshot (they should have been inside, were possibly bumped out due to space issues during re-loading?), and will not follow me back in.
ETA: Am also seeing lots of animals seem to get pushed through closed gates, possibly fences as well.
Also having this issue. I've uploaded two screenshots of the result of a skeleton attempting to attack me in 19w03a.
I believe it was created in the current 18w50a snapshot but it mayyyy have been the 18w49a snapshot. My earliest backup of this world is Dec. 13 but it may have been originally created earlier than that. Is there a way I can check this to be sure?
It looks like closing and reopening the world has fixed the issue, but I've added a new pic with coordinates and seed.
The issues I am having are definitely similar and likely related to those reports, but I am not solely having these problems when loading chunks like those suggest. If I stay within the same chunk, say, fishing in one spot with the render distance down to just 4 chunks that are visibly loaded, I will continue to have the exact same issues.
I'm saying that it's rare for them to be this bad for people...
The whole point of me reporting this issue is so it can be fixed... Some snapshots are laggy but most aren't, but very very few are this bad, nearly unplayable.
Consistency usually shows where an issue lies. My computer can consistently play almost every single minecraft snapshot with no (lag) issue, so when one snapshot is different and doesn't work, especially on the same world that has already been working just fine, the difference is clearly on the game's side, because the game is what's changed, not my computer.
Interesting that it happened with netherrack for you too, Keith. Did you lose any other blocks or just the netherrack?
No, this is a local world that I mostly play single player. I've only even opened it up to LAN a handful of times.
The world I provided was too old of a backup and did not have the nether area or even the portal built yet-- whoops!
This one is from 18w43b. It's the most recent backup I have before the bug:
https://drive.google.com/open?id=1O657f499RkiCbOSoxt4njS_lFfeFLkEl
You should load in in the nether. To attempt to reproduce: load in 18w43b. Go northwest to the small nether village. and go through the portal at the intersection under the cliff. Go to the overworld, save and exit, and upgrade to 18w43c, and go back to the nether. The chests in the house immediately in front of the portal are the affected ones. I tried reproducing the bug myself but it didn't work like that for me again.
https://drive.google.com/open?id=113uXlrcXFgw_6YWTH7ad3yrnJwn7QQZl
Here we go!
EDIT: I think this may be too old of a world to reproduce with the same portal that I already built, as I hadn't built it until I got to one of the next snapshots. However it may still help you, I'm not sure! I can try and figure out if I have a world from the last snapshot before the error happened, that has the portal and the house and chests in question, if that would help more?
I have been having this issue again as of 19w97a and 19w08a/b. This is NOT related to loading new chunks, and is bad enough to have led to several mob-caused deaths already simply due to the lag, especially during combat.