Cats in converted villages claim beds
When a world saved in 1.10 gets opened in 1.11.0.9 Beta, stray cats in an existing village can claim beds before the converted villagers can claim them, preventing the converted villagers from being able to find a bed.
Steps to reproduce:
- In 1.11.0.9 Beta, import the attached world saved in 1.10.
- Notice that there are 12 beds, 12 villagers, and 4 cats. The current daytime is 11000.
- Activate the Daylight Cycle by using the command block on your left.
- Wait for the villagers to go to bed. Notice that only 8 do so; 4 remain standing.
- Activate the Kill Cats command block to kill the cats.
Expected results:
All 12 villagers go to bed.
Actual results:
Only 8 villagers go to bed initially. After you kill the cats, the remaining 4 villagers claim the beds previously claimed by cats and go to bed.
Linked Issues
Created Issue:
Cats in converted villages claim beds
When a world saved in 1.10 gets opened in 1.11.0.9 Beta, stray cats in an existing village can claim beds before the converted villagers can claim them, preventing the converted villagers from being able to find a bed.
Steps to reproduce:
- In 1.11.0.9 Beta, import the attached world saved in 1.10.
- Notice that there are 12 beds, 12 villagers, and 4 cats. The current daytime is 11000.
- Activate the Daylight Cycle by using the command block on your left.
- Wait for the villagers to go to bed. Notice that only 8 do so; 4 remain standing.
- Activate the Kill Cats command block to kill the cats.
Expected results:
All 12 villagers go to bed.Actual results:
Only 8 villagers go to bed initially. After you kill the cats, the remaining 4 villagers claim the beds previously claimed by cats and go to bed.
relates to
is duplicated by
Cats in villages (at least, in converted villages) have a chance to spawn inside grass path blocks and farmland. This makes it extra hard to find and free them, or to kill them in order to make them relinquish beds they've claimed (see MCPE-44299). It doesn't happen every time, but it's fairly common.
I have provided a sample world where two cats have spawned inside two grass path blocks very close together. When you open it (in 1.11.0.9), you will be at coordinates -1408, 74, -428 and there will be two gold blocks floating beside you. They mark positions where a cat has spawned inside the grass path block below them.
Steps to reproduce:
- Open a 1.10 world in which a village was generated in 1.11.0.9. (It might also work in a new village generated in 1.11.0.9.)
- Run the command /kill @e[type=cat].
- Wait for some cats to spawn. (You can check with /testfor @e[type=cat,r=64].)
- Keep killing any cats you can find with a weapon.
- Eventually, you will either hear a cat but not be able to find it, or cats will stop spawning on the surface. Run the command /execute @e[type=cat,r=64] ~ ~ ~ setblock ~ 90 ~ gold_block.
- Look for gold blocks above grass path or farmland. Each will probably have a cat that spawned inside the block.
Expected result:
Cats spawn only on the ground or on roofs or other solid blocks.
Actual result:
Some cats spawn below ground inside grass paths.
Additional reproduction steps:
In a converted village, manually kill all the stray cats you can find. Repeat as replacements spawn. Eventually, you should hear a stray cat but not be able to find it. Dig 1 block deep around the area the sound is coming from and you will find it.
This only happens in certain villages. I have visited 13 villages in my world, and this only happened in the oldest one. The one farmer there retained its profession, the 6 other villagers became unemployed. They included 2 clerics, a tool smith, a librarian, a leatherworker, and a butcher.
The unresponsive villagers won't open the trade UI because they're unemployed, and therefore have no trades. You need to give them beds and job site blocks. However, there are several catches you need to know:
- A villager will not necessarily claim a bed or job site block you place near it. There's a list of villagers who have dibs, and they go in order. The list gets shuffled in certain circumstances, but will usually remain stable within one play session. So the point is, you may have to place a lot of beds and job site blocks before a particular villager gets his turn to claim them. (Note that the claiming works independently for beds and job sites.)
- Villages are no longer limited to the size they used to be. If you have villagers who used to be out of range, they may be in range now and become part of the village. These villagers will often claim blocks ahead of one who is actually in the village, which makes it look to you like it was claimed (green particles over the block) but not by any of the villagers (none of the nearby ones show green particles). You have to just place enough blocks for them to get their turns.
- In converted villages, stray cats can also claim beds: See
MCPE-44299. This confuses everything because the dibs list for beds becomes different from the one for job site blocks. To simplify it, kill all the cats you can find within range of the village. More will respawn, but I don't think those can claim beds.
In my case, I had a villager trading hall and a villager breeder about 120 blocks from the village. In 1.10 they were out of range. In 1.11 the villagers in them all became unemployed members of the village. When I was placing beds and job site blocks, they were claiming some of them, and gaining professions and trades.
A little while ago I experienced what I think is the same bug. It happened in my single player survival world after I opened it in 1.11. There are several anomalies that could all be connected by a theory of the game confusing one villager's data with another. Possibly, one part of the code may be seeing villagers in a different order, or seeing fewer or more villagers than another, and therefore updating a wrong villager.
I spent several hours in an old village trying to give beds and job sites to converted villagers in a way that would keep them from wandering very far and not being able to find one or the other easily. Note that in this village, unlike any of the 12 others in this world, all but one of the 7 villagers it used to contain became unemployed; only a farmer had a profession. There was initially interference from a villager breeder and a trading hall that used to be out of detection range, but I discovered those villagers were grabbing my bed and blocks so I killed them all off and started over. I also had to kill off all the cats because of MCPE-44299.
I was finally making progress by placing a bunch of beds in a small area, waiting for them to sleep, and then placing a job site block nearby. The villager who claimed it would change to the corresponding profession and jump out of their bed for a moment, which told me which bed went with which job site block, so then I could break both blocks and re-place them where I wanted that villager to live. From time to time I would need to go back to my base through a nether portal I keep locked up behind an iron door. Suddenly, after I'd gotten five or six of the unemployed villagers squared away, I came back through the portal to find that I suddenly had two additional baby villagers in bed while the former unemployed occupants of those beds no longer had a bed. When I tried to accommodate this by adding two more beds, the next day they spawned another baby instead, and one of the unemployed was still bedless.
I now had 10 villagers instead of the original 7. After the babies grew up I decided to make one of the extra villagers a shepherd, so I crafted the first loom block I've ever made (this will be important later) and gave it a home with a bed and the loom. I grew tired and decided to stop for the night, so I headed for my nether portal. After going through the iron door, I discovered the shepherd right behind me, and before I could shoo it out it went through the portal...and then jumped in a minecart for a merry chase. It took me almost an hour to get it home again, and then I was really tired so I saved and went to bed.
Today when I loaded the world, I discovered the shepherd had no bed. In checking my villager inventory I discovered that I now had 11 villagers, two of which were shepherds...despite the fact that I've only ever crafted one loom in this world and it had already been claimed. After another trip or two through the nether, 4 of those villagers simply didn't exist any more. (I verified that with /testfor @e[type=villager_v2,r=90].) And then 3 more babies showed up in the next few minutes, although I never saw any of the villagers mating.
In summary, I sometimes have villagers randomly disappearing. (They weren't killed: The entire village is surrounded by a wooden fence, with extra double-height fences at elevation changes. Nothing can get in or out, and there aren't even any gates in it. It's also fully lit up; I haven't seen anything spawn inside the fence except babies and passive mobs.) I also have villagers either copying other villagers' skins or doubling up on job site blocks (though I don't think it's the latter, based on the one's behavior). It may be unique to villages in which converted villagers become unemployed, and/or it may be related to switching dimensions in this single player world.
The lead up to these problems is long and complex, and it involves game mechanics that aren't very well understood by players yet, so it's probably hopeless to find a way to reproduce it reliably.
Note: Disappearing/despawning villagers was also reported in MCPE-44351, but I'm not confident that the causes of these two reports are related.
That's great. We would have find out much earlier. I was reading one of 1.12 beta changelog that has a fix; stray cats can no longer claim beds for worlds converted from version 1.10. MCPE-44299
Thank you for your report!
We're actually already tracking this issue in MCPE-44299, so I've resolved and linked this ticket as a duplicate.
That ticket has already been resolved as Fixed. The fix will arrive in the next version or is already included in the latest development version of the game, you can check the Fix Version/s field in that ticket to learn more.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Possibly a different way to reproduce this issue is to kill all villagers (in 1.10) and summon / spawn one villager (in 1.11). Notice the particle effect above multiple beds.
KillerbeeNL: I think there may also be a problem with villager conversion causing the particles over multiple beds. In the NBT data, converted villagers without any profession (because their tier 2 trades were never unlocked) only have the 'minecraft:villager' and 'adult' components. They should at least have either the 'behavior_peasant' or 'behavior_non_peasant' or 'unskilled' component, as well as the 'basic_schedule' component. Egg-spawned villagers will have those components. So if all you have are converted no-profession villagers, there's nobody who can detect a bed. Then the first time you spawn a villager by egg, it detects all the beds and creates the village.
The defective converted villagers is a different problem. I'm not even sure they're considered inhabitants of the village. They absolutely will not claim a bed until after they find a job site, whereas it should be the other way around. But all this belongs in another ticket, once I figure it out some more.
Edit: After further experimentation, there doesn't seem to be a problem with villagers after all, it's just the cats. If you kill all the villagers, the village is destroyed. Then, when you spawn a new villager, it detects and claims one bed and creates the village again. But if there are any stray cats around, they claim beds as soon as the village is created, so multiple beds display green particles.
Additional info: Iron golems can claim workplace blocks.
I had a pre-1.11 village with 10 villagers, 9 of which I had given beds and jobs including 1 toolsmith. A second village (actually a villager breeder >100 blocks away) was interfering with me assigning beds and blocks, so I killed off all the villagers in it. That village had 2 iron golems which headed off in the direction of the first village, though I didn't follow them and don't know for sure what happened to them, but it's possible one of them became the iron golem now in the first village.
Anyway, at some point the iron golem took the workplace block (smithing table) away from the tool smith and the tool smith became unskilled. I have verified this in the NBT data: The iron golem's DwellingUniqueID is the one for the first village, and the VILLAGE_xxx_DWELLERS for that village has the iron golem's UniqueID in its first actors list. The VILLAGE_xxx_POI for that village shows the iron golem having no bed and no second POI, with its third POI having Name: tool smith and the block coordinates being those of the smithing table. I suspect the error happened when the tool smith relinquished the smithing table after 3 attempts to get to it, but I'm not sure that ever happened.
It happens with tamed cats as well.