After some testing in v1.20.15, it appears slimes currently can spawn in light levels 1-7.
However, there are a few issues:
Slime spawning in swamps seems extremely slow. Even on full moon nights.
Slimes appear unable to spawn inside blocks that normally don't block spawning, such as redstone torches and glow lichen. They are however able to spawn inside of brown mushrooms.
All of this is much easier to test in mangrove swamps, where slime spawns at a much higher frequency (probably due to the bug that prevents other mobs from spawning in that biome).
As of version 1.19.50, rabbits appear to take no interest in planted carrots anymore at all.
Attached is a rabbit farm which used to work up until the release of 1.19.50, but doesn't work anymore since.
The coordinates for the farm's AFK point are X=23, Y=90, Z=24.
An older version of the same farm can be seen working here:
https://youtu.be/2p1JjlZ2CjI
Can confirm this does happen in v1.18.30.
Here is a link to a video showing the issue.
https://youtu.be/qdLU59pf8Rg
Edit:
I will add that they do start to pathfind towards solid blocks if they fond one in their detection range. They only stay still if no solid block is nearby.
Thank you for your reply. I just attached the behavior pack as well as the test world.
Can confirm the translation is wrong.
The word used in Japanese means "binoculars" in English instead of "Spyglass".
As reported, a correct word here would be (小型)望遠鏡, or rather 単眼鏡
Here are a few pictures taken from Bedrock Edition and Java respectively.
The first two are Bedrock:
https://cdn.discordapp.com/attachments/711018807019307040/899814669903085568/Minecraft_2021_10_19_8_53_10.png
https://cdn.discordapp.com/attachments/711018807019307040/899814688756494387/Minecraft_2021_10_19_8_53_16.png
The next two are Java:
https://cdn.discordapp.com/attachments/711018807019307040/899814824408653895/81.png
https://cdn.discordapp.com/attachments/711018807019307040/899814844885241866/82.png
Both tests were conducted on exactly similar setups:
16x16 cauldrons, 16x16 pointed dripstones, 16x16 lava blocks.
Default Random Tick speed.
Chunk aligned to prevent luck swings.
Same computer, no particularly heavy background load.
They were both conducted for exactly 13 minutes, starting with unticked empty cauldrons. At the end of the test, the setup was reset and all the lava cauldrons were replaced with empty cauldrons.
The fill/replace command output clearly shows that only 75 cauldrons had been filled in Bedrock Edition (expected = ~124), vs 124 (expected =~124) in Java.
I think I may have found what was happening to this user.
As of 1.17.11, Magma Cubes and Skeletons spawn on nether wart when spawned as part of a structure (on hard-coded spawning spots).
Here is a short clip showcasing this on a stripped-down fortress.
I suggest this report be reopen.
Reinstalling the driver did not solve the issue for me.
1.16.200
Nvidia driver version 460.79
RTX 2060
Well seeing it now, the initial video may be a bit too busy to properly show the issue. My apologies for that.
Here is another one that makes it a lot easier to see.
https://youtu.be/_GO1v2nF8mc
2 cases of the issue are shown here.
In the first one, a trident is shot straight at a concrete block behind which sit a slime block and a sticky piston.
When the piston is activated, it pushes the slime block and the concrete block and then retrieves both, which should cause the trident to fall down.
But instead of falling down, the trident stays there floating in the air, inert, physically attached to nothing.
It seems it remains "latched" onto the concrete block even though it is not touching it anymore after the retraction, as breaking the concrete makes the trident fall down.
In the second case, a trident is shot at an angle, its head landing close to the point where a slime block touches a glazed terracotta block on its side.
When pushed by a sticky piston, the neighboring slime block catches the trident but instead of launching it, it simply pushes it as it would push a block, and then leaves it floating mid-air as in the case above.
Breaking the terracotta block allows the trident to fall down - although, again, both are not physically attached to each other.
Thank you for the continued support and interest in this issue.
Please find attached a world that should work as expected.
[media]
There were several ways to stack farms in 1.11 and 1.12, but here was mine:
Steps to Reproduce:
1. Place 21 beds next to each other
2. Place a bell near the beds.
3. Place 20 other POIs nearby
4. Move away a few blocks
5. Repeat steps 1 to 4 a couple of times
6. Place pairs of villagers into streams of water the bells
7. Breed the villagers
Observed Results:
In 1.13.0.1, all the villagers get attached to one single village.
Expected Results:
In 1.11 and 1.12, villagers created a new village with each set of 42 POIs.
Here is a video showcasing a working farm in 1.11 using this process.
https://www.youtube.com/watch?v=z66bI1y-HgM
Here is another video detailing a different process but with a similar concept (new village creation in close proximity).
https://www.youtube.com/watch?v=Jlrs00uGU5U
Affects 1.20.60.