Villages and Villagers ignore Y (or vertical) coordinate
In v1.04, villagers attempt to path-find towards a village that is more than 80 blocks away vertically. (While villagers will not path-find to a village 80 blocks away horizontally) In addition, villagers located 80 blocks below a village are counted in the size of the village affecting breeding mechanics.
Villages cannot be stacked on top of one another without affecting one another. (For instance an iron farm and a villager breeder) Villagers cannot be used as farmers without effect if a village is located 80 blocks above the villager.
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Created Issue:
Villages and Villagers ignore Y (or vertical) coordinate
In v1.04, villagers attempt to path-find towards a village that is more than 80 blocks away vertically. (While villagers will not path-find to a village 80 blocks away horizontally) In addition, villagers located 80 blocks below a village are counted in the size of the village affecting breeding mechanics.
Villages cannot be stacked on top of one another without affecting one another. (For instance an iron farm and a villager breeder) Villagers cannot be used as farmers without effect if a village is located 80 blocks above the villager.
- Unresolved
- Open
- Unconfirmed
- Windows
- Win 10 64-bit
- 1.0.4.11
relates to
Any doors underneath could well interfere with the village detection, due to MCPE-20537.
Have you managed to resolve the issue mentioned here now, or could the issue be covered by MCPE-33751 or one of it's related tickets?
Hopefully this is the same as
MCPE-12422– which should be fixed as of 1.0.5 (in beta on Android). See the Fixes in the release notes @ http://minecraft.gamepedia.com/Pocket_Edition_1.0.5_build_1Yes hopefully this is the same issue that has been resolved in 1.05, however the issue and release notes specify only hostile mobs, and do not mention villages, villagers, or passive mobs. I'm not able to test using Win 10 edition yet since beta program is not available to Win 10 edition users yet. Will test once 1.05 is released to Win 10 edition.
A quick test shows that it's still a problem in 1.0.5 I think. I threw together a simple world and looks like it's broken but you should test with your setup in case I'm seeing something else.
Confirmed still an issue in 1.0.5 on Win 10 64 bit. Please mark as a continued issue affecting 1.0.5.
Attached a test world where you can observe three oddities:
Thanks for attaching the test world. Please also note the following items in addition to your observations:
Even worse , they detect stronghold doors as a house.
Anomonous Anomonous, that is intended behavior. Villagers will consider pretty much anything as a house, as long as it includes a door.
Confirmed still an issue in 1.0.6 on Win 10 64 bit.
I built two villages in survival, The first village was built near bead rock, I got the population up to spawn 3 Iron golems at each attempt. I built a second village 80 block vertically above the first village. And put two villagers up there.
From My Observation, The top village started spawning one Iron golem at each attempt, where the bottom village stopped spawning any.
Version 1.1.4, Win 10 and Android
To add to this, when making a villager breeder, even if a villager is 100 blocks above the center of the village, it will still be counted as part of the village population. But if you move a villager 100 blocks horizontally, it is no longer part of the population. All village boundaries seem to ignore y height
Confirmed for 1.2.2
Still occurring in 1.2.6... Come on mojang, actually pretend like you care.
Still occurring in 1.2.9
Happening on my creative world for Nintendo Switch :c drat. And it looks like it has been going on for a while now...hope they can fix it soon!
Can confirm this is still occurring on all platforms running bedrock 1.5.3, tested on ios, pc, xbox, android. Hurry up Mojang! in the time since this bug report has been open with an iron farm above an iron farm at each cardinal direction of an active area i could have generated 1938522 ingots by now!
For what it's worth, someone (FlnDutch on the forums) has found that this is fixed in 1.6. I haven't been able to duplicate the results yet, but probably I am doing something wrong.
The relevant thread is here: https://www.minecraftforum.net/forums/minecraft/discussion/2923856-why-does-this-golem-farm-not-spawn-golems?page=4
Whilst villages will not merge with others 64+m away vertically in 1.6.0, all villagers will move to the lowest villages population, effectively making 0 population villages for those above.
All villagers physically remain at their respective y-level but only count to the lowest villages in data
Everything counts or fall within cylinderial area.
That was my understanding as well. FlnDutch has posted a .mcworld file in that thread which he says contains a working, stacked pair of villages (both producing golems at the expected rate). My Win10 machine is not easily available for playing MC so I haven't been able to try his world. I have not been able to duplicate the results on my own. I get behavior that would be expected if only the lowest village was active - only it produces golems. Villagers in the upper village will breed, however, up to the point where the villager count (total across both villages) matches the # of doors in both villages. Seems consistent with @Annie Ellico's comment.
Edit: he now reports that the upper village's population did transfer to the bottom village, as expected. He has some interesting results using water to phase the upper village in and out of existence, but it's not really a solution to this bug. So...nevermind I guess?
Ok this isn't a fix but it is more information on this bug https://youtu.be/pt3RyyJnQYU
Affects 1.9!
Having the same problem with stacked iron farms. Village centers are approx 75-80 blocks apart vertically. Villages are both contained in one chunk. Lower village spawns golems normally, upper village does not spawn golems at all. Upper village will spawn golems if all lower village doors are removed. Playing in 1.9 on iOS. iPad Pro 2
Cleaning up old tickets: This ticket has not been updated recently (~1 year+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines.
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