This is still an issue in 1.16.4, and does NOT seem to have anything to do with upgrading in this case. The cured zombie villager just stops being grateful after a short time.
This is still an issue in 1.16.2+. See the duplicates. This appears to be an intermittent bug that may be hard to reproduce. See, eg, MC-158205
This seems very inconsistent. I have killed the dragon 3 times in the same game (survival, 1.16.2). The first two times the fight went normally. The third time, I hit the dragon once with my sword, and after that no further melee hits registered. I had to finish the fight using only bow and arrows.
Edit: 4th fight
I upgraded my game to 1.16.3 and set up another dragon fight. Initially my sword did damage, but then it stopped when hitting the rear end. Hitting near the front seemed to work a little longer. I re-logged mid-fight and the sword started working again briefly, before stopping again. After a second re-log the sword came back to life and I finished the fight.
Edit #2: Subsequent Fights
I have now killed the dragon 4 more times. Most of the time the fight proceeded normally. A couple of occasions hits from the sword stopped working. I used the workaround, wait til the dragon sits on the pedestal, re-log and then continue. Worked every time.
TLDR: this seems to be an intermittent problem. A (risky) workaround is to re-log while the dragon is on top of the pedestal.
Early on in my current game in 1.16 I got Bad Omen twice after killing a patrol captain, but twice now I have killed a captain without getting the curse. Maybe it is because I am now using enchanted equips (bow with Flame, sword with Fire Aspect) as @yshao0712 suggests.
It shouldn't make any difference provided the captain is killed by player/tamed wolf action. After all, you still collect the exp and drops, so why should the curse be different?
@Michael I managed to find an old test world where I had played around with this issue about a year ago. I loaded it under 1.16 RC1 and the farmers seemed to be happy farming wheat and leaving it to be picked up by the minecart system under the field.
I tried killing the farmers and re-introducing new ones in case there was an issue there. Having 'fed' them wheat seeds (8 stacks each) they all started farming with gusto and left the wheat to be collected.
One thing I noticed was that occasionally some bonemeal would be generated and collected. Presumably this came from the composters, but I don't know if it was because the farmers were feeding the composters or the composters were spuriously collecting some vegetable matter.
Apart from that, this now seems to be a non-issue.
I just experienced this issue (1.14.4). Earlier today all my chests were visible, now they aren't. They still seem to be usable, but all I see is a focus outline when I mouse over them. It is as if the rendering isn't working.
@Khalil Molano It's probably a bit late in the day, but I have now found a workaround for this situation. I figured I would post it here in case anyone else finds themselves with this problem.
Rather than assassinate all the affected villagers, what you can do is 'tame' a zombie or husk and let them loose in your trading hall - scary, right? Once the zombie has re-zombified all the villagers you can dispose of him. Then cure all the villagers as you did before. What you find is that after healing they remember all their trades, and they now apply the discount.
This method isn't foolproof. I lost one villager who was exposed to daylight while zombified, and I lost a couple more who despawned when I went more than 24 blocks away. To say nothing of needing to be careful with your aggressive pet.
Of course this only works if you are playing on at least hard difficulty, but then you had to be doing that to have the discounted trades in the first place, right?
Following the release of 1.14.4 I have done some follow-up investigation. The bread-throwing seems to have stopped, but the changes between 1.14.2 and 1.14.4 have caused some significant changes in how wheat farming works, which I will record here in case anyone wants to take them up.
There are two big differences in how wheat farms work now:
1) Farmers' inventories can no longer be pre-loaded with seeds beyond a limit of about 2 stacks. The remaining 6 stacks of inventory have to be filled by the farmer's own harvesting activity before the farm becomes productive. Typically it takes about 20 minecraft days for a farmer to fill their inventory, i.e. 6-7 hours of in-game time, assuming the player stays near enough to the farm to keep it loaded and keep the crops growing.
2) Farmers are now aware of wheat lying on the ground, and stop harvesting wheat when more than a few items are within their range of awareness, until the items are removed (picked up or despawn). Because of this the speed and efficiency of the under-farm hopper minecart collection system is critical to obtaining a good yield. This contrasts with earlier versions of the game where the collection system was not critical, as long as it picked items up before they despawned. This has consequences for redstone/minecart-related lag and makes the game more cpu-intensive.
IMHO 6 hours is an awful long time to commit to building a crop farm, especially compared with how long it takes to get any other type of crop farm working. I really think the devs need to spend some time on this to rebalance the game.
I also feel that the last two major iterations of Minecraft (1.13 and 1.14) have increased the hardware requirements of the game substantially, putting it beyond the reach of many young players. I myself play on an ageing laptop that overheats frequently now when playing Minecraft, which did not used to happen.
@Khalil Molano If you were able to directly upgrade your server from 1.14.2 to 1.14.4 you might have avoided the problem, but once the villagers have forgotten there is no mechanism to recover their memories, they are gone. AFAICT the only way to recover is to assassinate all the affected villagers and breed new ones. Yes, I'm hacked off about that, too.
@Khalil Molano You would see this problem if you upgraded your game from <= 1.14.2 to any of the 1.14.3 releases. However this is supposed to be fixed in the 1.14.4 pre-releases, so if you upgraded to >= 1.14.4-pre1 you should be OK.
However, I haven't checked, so make a backup first, eh?
@Biraj Tamang Why do you think that? This is a major change in the behaviour of the farm from all previous versions of Minecraft in which I have run it, including earlier versions of the same design of farm going back to Minecraft 1.12. So, I would really be grateful for an explanation of your comment.
Confirmed fixed in 1.14.3-pre2 on Linux 🙂
OpenGL > 3.0 has a core version number (in your case 4.1) and a compatibility version number (pegged at 3.0). The trick is to convince Minecraft to use the right version number. On one of my computers (running Devuan Linux Ascii - similar to Debian 9) I found you can insert the following lines in your launcher script, before invoking Java:
export MESA_GL_VERSION_OVERRIDE=<yourCoreVersionNumberHere> # i.e. 4.1
export MESA_GLSL_VERSION_OVERRIDE=<yourCoreVersionNumberWithoutTheDecimalPaddedWithZeros> # i.e. 410
However, this is not a guaranteed fix, because I tried the same thing on my laptop and Minecraft threw a fatal error.
Check the correct version numbers to use by typing the following on the command line:
glxinfo | grep version
Villagers can lose their workstation without wandering off. I have been experimenting with trading halls where villagers are never more than 2 blocks from their workstation. They have Alzheimer's. After a while they forget they ever had a workstation, even when it is right in front of them. Their trades become locked, apparently forever. (You can see this in creative mode using the command:
/data get entity >UUID< Brain
).
I have found a workaround on a single-player world is to relog. If this is done during the villagers' work time they often rediscover their workstation immediately and unlock any locked trades, unless another villager has stolen the workstation in the meantime. The key to a good trading hall is to make sure this cannot happen.
I am not sure if this is the same issue in a different guise, but in 1.14.1 I have seen some very strange things happening with villagers and beds. Villagers seem to unreliably bond to a bed, even when it is not a bunk. I have seen villagers swap beds, and I even saw two villagers sleeping in the same bed on one occasion, with an empty bed next to them. The uncertainty in bed ownership enables breeding in situations where it should not be possible, when there should not be enough unclaimed beds.
The original game where I noticed this a) had the problem resolved by using a wall-less container, using water flow to keep the babies in place. b) is not suitable for upgrading to 1.13 because of issues elsewhere with water mechanics.
I have tried to duplicate the problem in a 1.13.1 test world with a test rig. The babies seem more able to swim so they don't stay in the bottom. Some even manage to get up the exit pipe intended only for the adults, when they are pushed from below. However, I did not see any dying, so the original issue seems to have been resolved.
Although this has now been marked as a duplicate of MC-96998, I don't think it is. I read that issue before I filed this report, and the description of the bug there seems to me to be quite different to what I experienced. In particular, what I saw only happens in Survival mode, and does not seem to me to be directly connected with chunk loading, because it is reproducible by deleting the appropriate region files and forcing the server to re-create the region.
Confirmed for 1.12.2.
@unknown To answer your questions:
At no time were there any other villagers or iron golems near the two affected cured villagers. (They were in an igloo a long way - several regions - away from any other villagers).
I did repeatedly use two trades with this pair of farmers. However, in another village a long way away I had a 'control' pair of farmers I was also doing the exact same trades with. The difference was stark. The 'control' farmers consistently offered the trades at the baseline price or with a small discount. The cured farmers, after offering fantastic discounts for a short time, ended up charging double the baseline rate, and I simply stopped trading with them or even bothering to visit them.
It was the second point that motivated me to report this as a bug.