This issue should no longer be valid due to how spawns are done now for Patrols
This issue appears to have been resolved with 19w05a
The map itself cannot be changed once locked, however banner markers are intended to be allowed to be added or removed.
Patrol spawning is not influenced by villages.
The beast roar will no longer hurt Illagers, however they will still be knocked back
Spawn Rate for Patrols should be reduced in the next snapshot.
This issue is in part related to MC-91621 as rapid spawning and depawning of mobs will still give the mobs time to perform their AI Goals of which, for fish (Cod), is inherently computationally expensive. While not a duplicate, they are both hand-in-hand issues that both effect the same thing.
This issue appeared to be specifically related to explosions that contained Blocks with a Blast Resistance of 0 (Block 36, Slime Blocks, etc) as it would not take them into consideration for calculations in 1.13 where as it did in 1.12
The /chunk command has been renamed to /forceload. Additionally the dimension argument has been removed in favor of using the context of the dimension it was executed in. Players will now have to use /execute in to run the command cross dimensions.
This accidental issue will ignore all typical monster spawn behavioral checks (Peaceful, and light levels) as well as special mob rules for most mobs.
The fix for this was to have marker armor stands ignored when a swipe attack is made, as they normally will ignore attacks against them anyways.
A new stat will be added for the player that will track damage received that has been absorbed. 'damage_absorbed'
A new stat will be added that will track damage dealt by players that is absorbed. 'damage_dealt_absorbed'
From what I can tell of this design it's not the same as the Etho Hopper clocks I'm familiar with. Can you verify your design works in 1.12? As far as I could tell it didn't, however if it was adjusted slightly to match closer to Etho's design it did.
[media]A few months ago Dolphins were changed to be able to survive on land for 2 minutes vs the previous 10 seconds. Are you aware if the duration you saw lasted longer than that?
While this was the behavior with punch to ignite tnt in 1.12.2 and prior, I've gone ahead and change the behavior for when you're in creative mode as to reduce accidental destructive actions with unstable tnt. (And all the map makers rejoiced!) 😃
Chatted with Cory about this and we liked it's behavior, even if it's slight different then other mobs behaviors when dying