If the raid begins more than 112 blocks above the ground, all illagers will be summoned and the player wins
Steps to Reproduce:
1) Teleport up 120 blocks using this command
/tp @s ~ ~120 ~
2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the ground
Observed Results:
You can see all the illagers being summoned to the ground without going through the waves.
Expected Results:
If there is no land within 112 blocks of the raid point, the raid must end without starting.
Created Issue:
If the raid begins more than 112 blocks above the ground, all illagers will be summoned and the player wins.
If an Raid starts more than 112 blocks above the ground, it will spawn and end with an Illager spawn from below without a raid phase.
If an Raid starts more than 112 blocks above the ground, it will spawn and end with an Illager spawn from below without a raid phase.
Steps to Reproduce:
1.
2.
3.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)
Steps to Reproduce:
1.
2.
3.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)Steps to Reproduce:
1. Causes an attack more than 112 blocks above the ground.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)
Steps to Reproduce:
1. Causes an attack more than 112 blocks above the ground.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)Steps to Reproduce:
1. Causes raids to be launched at least 112 blocks above the ground.
Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)
Steps to Reproduce:
1. Causes raids to be launched at least 112 blocks above the ground.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)Steps to Reproduce:
1. Causes raids to be launched at least 112 blocks above the ground.Observed Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.
Steps to Reproduce:
1. Causes raids to be launched at least 112 blocks above the ground.Observed Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1.Causes raids to be launched at least 112blocks above the ground.Observed Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1. Stack blocks up to 120 blocks above the ground
2 Place villagers in a small space and let them start raidsObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1. Stack blocks up to 120 blocks above the ground
2 Place villagers in a smallspaceandlet them start raidsObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you go through the waves.https://drive.google.com/file/d/17xaNUPvl6rw0HuHm9KQXpsgxyNgL5XbD/view?usp=sharing
Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
It should be a normal raid as you gothrough the waves.Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
If there is no land around, the raid must end without starting.
Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
If there is no landaround, the raid must end without starting.Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
If there is no land within 112 of the raid point, the raid must end without starting.
Steps to Reproduce:
1) Teleport up 120 blocks using this command/tp @s ~ ~120 ~2) Place villagers in a small space and provide them with beds
3) Trigger a raid by drinking a bottle of bad omen
4) Watch as illagers start to spawn and fall to the groundObserved Results:
You can see all the illagers being summoned to the ground without going through the waves.Expected Results:
If there is no land within 112 blocks of the raid point, the raid must end without starting.
relates to
If the raid begins more than 112 blocks above the ground, all illagers will be summoned and the player wins.
relates to
If the raid begins more than 112 blocks above the ground, all illagerswill besummoned and the player winsIf the raid begins more than 112 blocks above the ground, all illagers summoned despawn and the player wins
If the raid begins more than 112 blocks above the ground, all illagers summoneddespawnand the player winsIf the raid begins more than 112 blocks above the ground, all illagers will be summoned and the player wins.
If the raid begins more than 112 blocks above the ground, all illagers will be summoned and the player wins.
Dispawn is not included in the raid, so it is despawned
It
MC-275279
No, that was even before the
MC-274911report was resolved. That issue isMC-275279and MC-275007
This new code is not present in 1.21.1, so it's not possible that this happend before.
MC-275279 is affecting only 24w33a, so it's likely the same problem as I described below.
MC-275007 is likely working as intended as it has been this way for years. The behavior is also described in the wiki.

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Please update the 'steps to reproduce' section to have numbered steps for everything someone would need to do to reproduce this issue from scratch. This means any commands, etc
Please dont fix that, this mechanic will be used by raid farms
Speedrunners and raid farmers both use this to their advantage.
This has been the case since MC 1.14 when raids were added. Basically the raid wave spawning rules is various sizes of circles with top block (sky access) determining y height, forming a cylinder of locations. Mob detection range is a sphere, so like putting a ball down a tube, the space below and above the tube yields the results in the OG report.
CAUTION IF CHANGING CODE:
During the development of 1.14, there was tons of bugs regarding "endless" raids due to wave members falling into caves or wonder far in the opposite direction out of render/sim distance. The current setup was a patch to address that issue. So any new changes need to keep that in mind.
See
MC-151014for example (as well as the ringing bell highlight feature)Reopening the issue as it has been tested internally and was reproduced on the latest version 1.21.1
What do you mean? This is no longer reproducible
This is a fixed issue 24w33a
They meant it was reproduced in an internal version after 1.21.1 (and after 24w33a), not in 1.21.1 itself.
So I just had a look at this "bugfix" and I think it has a problem:
At first let's have a look at the code. It looks roughly like this:
Raid#findRandomSpawnPos(int proximity, int tries) looks like this
Now to the code's behavior:
The changes effectively limit the vertical distance (Y) where a raid wave can spawn, limiting the "ring" like structure on the "top and bottom".
However the vertical distance is not hardcoded to the mentioned 112 blocks in the issue but instead dynamically derived from the proximity/"ring" of the spawn location.
The higher proximity the closer it spawns to the center of the raid.
I think that these values e.g. for the are way to small and result in unexpected behavior, for example:
Here's a showcase: 24w33a_274911_RaidInnermostRingBroken.mp4
I would propose the following solutions in preferred order:
1. If possible revert this change - Which naturally generated village is 112 blocks away from the ground in the first place?
2. If reverting is not an option: Make the innermost ring ignore the Y difference limit, to force the raid to spawn and not "vanish"
3. Increase the Y difference. At best to a static value like the mentioned 112 blocks in the issue.
No, that was even before the
MC-274911report was resolved. That issue isMC-275279and MC-275007This new code is not present in 1.21.1, so it's not possible that this happend before.
MC-275279is affecting only 24w33a, so it's likely the same problem as I described below.MC-275007 is likely working as intended as it has been this way for years. The behavior is also described in the wiki.