mojira.dev

Robert Robb

Assigned

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Reported

MCPE-92400 Held glass block prevents water render behind it in F5 third-person view Duplicate MCPE-91053 Campfire breaks attached sign upon world start Duplicate

Comments

Just added my screenshot.  Was in 3rd person view from the front, Win 10 build 18362 (have not updated to version 2004 yet), MC 1.16.1 Bedrock.  Holding a glass block and could see the dirt behind it, but not the water flowing over that dirt.

@GoldenHelmet Thank you for the excellent info.  So, I put the one-chunk on the back burner to see if I can solve the de-linking issues leading to a job site block becoming the center.  Silentwisperer just released a video of a trade hall that does an excellent job with water and keeping them in place - now I just need to translate that to an all-in-one iron farm / trade hall combo...  For now, I decided to go with my "old" design, ran it for ~4 hrs, then 3 hrs, bed linking and de-linking still happens, but the center has not shifted to a job site block (yet?).  So we'll see how that goes as I continue using that world for more video making.  If you're interested, I'll upload tomorrow and probably make it public that day or the next.  It'll be called "Done Right #2" and something about iron farm / mob farm / trade hall combo.  Basically, it just uses the entire 8x8 spawn area of the golem, adds that to a 5x5 bed setup of 20 beds, so every bed is 'safe'.  Thank you again, many times, for reviewing the videos and helping me learn more about the mechanics of Bedrock. 🙂

I was making an iron golem farm in a creative 1.16.1 flat world.  I tried to deal with the cats by placing a campfire in the 1x1 chute in the middle.  Then I crouch placed a sign on top of the campfire and attached other signs to that to hold up the lava blade for the iron golem.

When I exit the world and then restart it, the signs all break and the lava flows everywhere.  Perhaps it's something to do with the campfire "starting" when the world starts?

I tried repeating this by active chunks i.e., teleporting away / moving away outside the simulation distance, but no effect.  It's only when the world starts.

Not sure if it's a bug, or intended.

I'm sorry I didn't see that one when I searched, thank you 🙂

      • edit - GoldenHelmet watched my video and told me about the villagers not working their job blocks because they were a block too high - 1 block above their heads.  I thought that was not an issue based on my previous build (https://youtu.be/8RPg6k6Uy-s), but he / she pointed out that in that build, I had them in minecarts on rails, so they were slightly elevated and that's probably why they were able to work.  I went back into my test world, moved the blocks down to head level, and they started working again.  ***

 

I have read the wiki.  Many times.  I'm still having problems.

I tried to build an iron golem farm in a single chunk.  It's a creative flat world, Bedrock, 1.16.1.  Daylight cycle and mob spawning are on, weather is off.   https://youtu.be/9ttB4T8GIXQ

It worked at first and I let it run for an hour.  These were all egg spawned villagers.  The beds are 'floating' and the villagers constantly link and de-link during the night, but the farm kept working.  During the day, they would go to their job site blocks, work, and golems kept spawning.  They were all working at the correct station - the one they had linked to originally as I placed them.

But when I came back after an hour, I noticed 2 problems.

1) Cats had spawned on the wall / edge even though I had slabs - I saw a cat on a block 'inside' a slab.  I hit it and knocked it into the water.  So I changed the slabs to carpet, and they spawned on that too.  So I changed them all to trap doors vertical.  I was worried about the corners being open on one side, so I tried a fence post.  I found one spawned on the outer corner of the block where the fence post was placed.

2) An iron golem had spawned on the 'villager level' I created.  I only had ~100 iron.  You can see in the video how many levels up, but I thought I had done it at the 4th level up i.e., one level above the top of the 16x6x16 spawn area.  I raised the villager 'floor' another level, killed the iron golem, and immediately a new one spawned inside the farm.  So, I thought things were fixed and good.  An hour later, I came back and tallied up the iron ~185, much better.  I left it running just in case, and about 5-10 minutes later my son comes running to me that an iron golem had spawned up on the villager level - that's basically 5 levels up (given where the beds are, the max should've been 3).  Again, in the video I note what I thought was the '6' vertical and how the iron golem has now spawned what I think is 2 above the top of that, given where the single layer of beds is.

I tried to raise the level again, but I had to break and replace job site blocks, so I probably ran into the problem of incomplete linking like GoldenHelmet mentions.  But, I did break and replace workstations and it was still broken.  I even spawned and linked 10 brand new villager and job sites and it remained broken.  Still, I would not have had a completely broken farm if the golems had not spawned at a higher level I didn't think they could spawn at.

I can't remember having this problem on a different design I made. Here's where I 'fix' it for 1.16 and it ran beautifully.  https://youtu.be/8RPg6k6Uy-s

But I don't know if that still works because on July 7 I spawned a Wither, totally the wrong way, without a backup save, and it destroyed that base.

Also, GoldenHelmet says a bed is detectable by a villager 4 blocks vertically.  My testing before building this farm indicates that villagers will detect a bed 4 levels up (the level they're standing on / feet + 3 more above that) and 5 levels down (the level they're standing / feet + 4 below that).

Thank you, I hope this helps, especially the video.

I agree it's probably this:

MCPE-41898

Btw, changing the 0 kb .mcworld file into a zip and opening it doesn't work, because it's still 0 kb, empty, void of any information.  The bedrock client export world button simply does not work.

This is STILL affecting Bedrock 1.14.60.

Yes, there's a workaround to copy files, zip, rename, etc.  But there's A BUTTON in the launching client for exporting worlds.  The exported mcworld file should not be 0 kb (empty).  You shouldn't have to change that to a zip to look inside (and see that it's still empty).  Again, they put a button in the client to export and it simply doesn't work.  Either fix it, or remove the button and make the workaround the standard way of doing it.