I've heard that the reason this happens is because the water and lava lakes generate last, even after structures, which is just stupid.
@miwob This isn't a feature suggestion, it's a bug. Based on the fact that when a mob dies to the wither, the wither rose is placed down, we can safely assume that the developers mean for the wither rose to be planted and not dropped. However, what often happens is that the wither destroys the rose or the ground beneath it, making it drop.
Also, you shouldn't be pointing people towards r/minecraftsuggestions anymore, as Mojang no longer accepts suggestions from there due to copyright laws.
Fixed with Desert Temples too. Just use the seed "CROWTIN", use /locate Desert_Pyramid without moving from spawn, and inspect the chest contents. There should be an enchanted book with Aqua Affinity in one of the chests. Then recreate the world and repeat.
This seems to be fixed with mineshaft minecart chests, but not with bonus chests.
I've asked @unknown about it, and he asked @unknown about it, and it's now confirmed WAI.
@hamarb123 Minecraft 1.13: the Snapshot Release Update
Or
Minecraft 1.13: Schrödinger's Update
@redstonehelper and @Neko, please remove these so called "duplicates". They're not duplicates of this bug.
@qwerty23495, I left this issue alone for a while because I got busy with real life stuff and assumed that this would remain obscure. Thankfully, I was wrong.
On another note, several unrelated issues are linked to this one as duplicates. I have a feeling that someone doesn't quite understand this bug. It doesn't make chests in a structure have the same loot, but rather makes a chest in a structure not have the same loot through multiple creations of the same world with the same seed.
@qwerty23495, it is indeed included within the sound effect itself. But I don't think that this issue is Works As Intended. I see absolutely no reason why the developers would put an xp ding sound in the sound effect if all of their default challenges, upon completion, give xp rewards, and therefore already make that sound. Do you see a reason?
@BoyrexMacaraya No, it's not due to game mode. I specifically made sure that there was no xp reward in this custom advancement. You have to specify that you want an xp reward in the advancement .json file for there to be one. This isn't invalid.
@MukiTanuki ok, you never state it, but you kinda imply it by stating that this bug affects Buried Treasure maps, which is incorrect. This bug only affects explorer maps brought from Cartographers (assuming no data packs).
@MukiTanuki What I'm saying is that you're incorrectly stating that Buried Treasure explorer maps have this function set to true, when they don't. The real problem in vanilla is that now that this function is removed, Ocean Monuments and Woodland Mansions are negatively affected. I would update your description to correct this error and accurately reflect this.
Actually, only Ocean Monument and Woodland Mansion maps from Cartographers utilized this function. Buried Treasure maps had it set to false, as if you already generated a chunk but didn't know that a buried chest was there and this property was set to true, you would possibly never know that it was ever there. But with the former structures, they're so large and not hidden that you know for sure if you've generated a chunk with them in it.
@HexxiumGamingYT, your report hasn't been marked as a duplicate yet. Someone just commented that your report was a duplicate.
@transylvanian, I agree with you. While older, signal strength 1 observers could easily have their power changed to 15 with repeaters, the same cannot be done to reduce power 15 observers' strength without making a long redstone wire. This is much less compact than the aforementioned observer repeater contraption, which in turn breaks and deoptimizes the behavior of a lot of older observer contraptions.
For example, this is a clip of a sugar cane farm with old, power 1 observers. However, this is a clip of how an automated sugar cane farm works currently. As you can see, with the old observers, whenever one was activated, it only activated its own respective piston. However, now, if an observer were to activate, it would activate up to 29 pistons at once (1 just below it, and 14 extending from each side), or 58 pistons if using a double sided farm design. This would then break the 3 tall sugar cane as well as a bunch of 2 tall sugar cane.
This is a problem because the 2 tall sugar cane that are broken have age values accumulated, and when they are destroyed, valuable growing time that was accumulated through that age state is lost, reducing the efficiency of the farm. It's like if you notice a few fully grown wheat crops in your farm and hold the left mouse button while walking down the row, indiscriminately breaking fully grown crops as well as almost fully grown crops. This gets rid of valuable growing progress, reducing the efficiency of your farm.
This is just one effect that this change has had on observer contraptions, but there are surely others that exist. @grum, I would take notice of how suboptimal this change to observers is.
Pretty sure this is intended, they only hatch at night on sand.
@MukuTanuki, dolphins not locating buried treasure is intentional, as those are only meant to be found via treasure maps.
@Mega_Spud, why did you close this issue as Won't Fix?
Tip for the reporter and anyone else who happens to see this comment: instead of needing to flush out the chat by spamming a period, there's an f3 shortcut that clears chat. I can't remember it offhand, but you can find it by bringing up the f3 shortcuts help with f3 + Q.
@sargentsnarky download the world, delete the relevant region files (figure out which region files contain which coordinates using this tool made by Dinnerbone), generate the chunks in singleplayer, and reupload the world.