dcn
- acornco
- acornco
- Europe/Stockholm
- Yes
- No
issue one: vill
igers don't breed in new games createdproior to1.11 release.the pick up food, they pass it and even charge
eachat each other but hearts never appear, so the willing state seems to be bugged. on a side note, they seem to "hiccup"; the raise theyrehead briefly as if considering trying to jump over a wall.
issue two: vill
igers do breed and villages function normally in games created prior to the 1.11 release except iron golems do not appear to spawn.the village works, its population is 10+, it was bre
ad up from 2, the meeting place has been set and observed to work as placing the bell teleported a near by travelling trader to the newly set meeting place. this village was observed for about 2 hours and no iron golem spawned. see picture.issue one: villagers don't breed in new games created after the 1.11 release.
they pick up food, they pass it and even charge at each other but hearts never appear, so the willing state seems to be bugged. on a side note, they seem to "hiccup"; they raise their head briefly as if considering trying to jump over a wall.
issue two: villagers do breed and villages function normally in games created prior to the 1.11 release except iron golems do not appear to spawn.
in my test village; the village works, its population is 10+, it was bred up from 2, the meeting place has been set and observed to work as placing the bell teleported a near by travelling trader to the newly set meeting place. this village was observed for about 2 hours and no iron golem spawned. see picture.
note: i know alot has changed concerning bedrock villages. it took me some time to figure out beds. so i would not be surprised if, concerning the iron golem generation, theres something im doing wrong.
edit: these issues can be considered resolved. im not sure why the villagers were not breeding in new games.... they are now. and the golem issue.... after lots of study and hours of testing... the new golem gossip system actualy works. just barely...
issue one: villagers don't breed in new games created after the 1.11 release.
they pick up food, they pass it and even charge at each other but hearts never appear, so the willing state seems to be bugged. on a side note, they seem to "hiccup"; they raise their head briefly as if considering trying to jump over a wall.
issue two: villagers do breed and villages function normally in games created prior to the 1.11 release except iron golems do not appear to spawn.
in my test village; the village works, its population is 10+, it was bred up from 2, the meeting place has been set and observed to work as placing the bell teleported a near by travelling trader to the newly set meeting place. this village was observed for about 2 hours and no iron golem spawned. see picture.
note: i know alot has changed concerning bedrock villages. it took me some time to figure out beds. so i would not be surprised if, concerning the iron golem generation, theres something im doing wrong.
-resolved-village bugs 1.11 not breeding, no golem generation
slime chunks are no longer spawning slimes. it seems to be an issue for some but not all.
https://www.minecraftforum.net/forums/minecraft/discussion/2961542-slime-chunks
i had checked a known slime chunk from an earlier save and found it to be out of order. so i loaded a new game and built a slime spawn column centered on coords 1384, ~, -8. that should be the center of a slime chunk but my column yielded no slime spawns after waiting for about 10 minutes at an appropriate distance.
seed used was -1801362067edit: got some consensus on the forum, apparently dosnt affect windows 10 edition.
slime chunks are no longer spawning slimes. it seems to be an issue for some but not all.
https://www.minecraftforum.net/forums/minecraft/discussion/2961542-slime-chunks
i had checked a known slime chunk from an earlier save and found it to be out of order. so i loaded a new game and built a slime spawn column centered on coords 1384, ~, -8. that should be the center of a slime chunk but my column yielded no slime spawns after waiting for about 10 minutes at an appropriate distance.
seed used was -1801362067edit: got some consensus on the forum, apparently dosnt affect windows 10 pc edition.
slime chunks are no longer spawning slimes. it seems to be an issue for some but not all.
https://www.minecraftforum.net/forums/minecraft/discussion/2961542-slime-chunks
i had checked a known slime chunk from an earlier save and found it to be out of order. so i loaded a new game and built a slime spawn column centered on coords 1384, ~, -8. that should be the center of a slime chunk but my column yielded no slime spawns after waiting for about 10 minutes at an appropriate distance.
seed used was -1801362067edit: got some consensus on the forum, apparently dosnt affect windows 10 pc edition.
edit: seems to be resolved as of 1.11.3; crosschecked a number of slime chunks. all are back in working order.
slime chunks are no longer spawning slimes. it seems to be an issue for some but not all.
https://www.minecraftforum.net/forums/minecraft/discussion/2961542-slime-chunks
i had checked a known slime chunk from an earlier save and found it to be out of order. so i loaded a new game and built a slime spawn column centered on coords 1384, ~, -8. that should be the center of a slime chunk but my column yielded no slime spawns after waiting for about 10 minutes at an appropriate distance.
seed used was -1801362067edit: got some consensus on the forum, apparently dosnt affect windows 10 pc edition.
-resolved- slime chunks broken not spawning slimes
villagers disappear for no apparent reason and it can happen when i just look away...
for example, i was watching my auto farm cycle. the villager then started planting. so i turned around to check the timers... i was less than 50 blocks away for only a few seconds. when i go back to check on him, hes gone... didnt even finish planting.
that was in a flat world with mob spawn turned off... it had been happening before, but i didnt realise they were literaly poofing as soon as i turned my back. the only reason i immediately noticed this time was because he was the only mob in the whole world...
edit: still happening as of 1.11.4 and its still confounding. really wish i had some more to add : /
adding a pic of the 12 man golem farm i was running. even had a escapee catcher and farm land to compensate for the despawning... geuss it couldnt keep up.
edit: okay so the following is still happening... but villagers with beds in two block high ceilings suffocating... this has started to happen again too... alot. im pretty sure it was fixed in 1.11.2... added a pic. its clearly resurfaced in 1.11.4 somehow.
villagers disappear for no apparent reason and it can happen when i just look away...
for example, i was watching my auto farm cycle. the villager then started planting. so i turned around to check the timers... i was less than 50 blocks away for only a few seconds. when i go back to check on him, hes gone... didnt even finish planting.
that was in a flat world with mob spawn turned off... it had been happening before, but i didnt realise they were literaly poofing as soon as i turned my back. the only reason i immediately noticed this time was because he was the only mob in the whole world...
edit: still happening as of 1.11.4 and its still confounding. really wish i had some more to add : /
adding a pic of the 12 man golem farm i was running. even had a escapee catcher and farm land to compensate for the despawning... geuss it couldnt keep up.
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
sub issues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
sub issues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
summery
1: no-bell villages are not recording villagers or not being recorded properly.
2: villagers are not being properly simulated in an "unobserved" but loaded chunk within chunk simulation range.
3: villagers are not being properly saved to chunk for the aforementioned reasons; so technically they don't despawn. they just dont get saved before being unloaded from memory/simulation.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
sub issues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
summery
1: no-bell villages are not recording villagers or not being recorded properly.
2: villagers are not being properly simulated in an "unobserved" but loaded chunk within chunk simulation range.
3: villagers are not being properly saved to chunk for the aforementioned reasons; so technically they don't despawn. they just dont get saved before being unloaded from memory/simulation.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
sub issues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
update post hard reset.
after about 10 sunsets since post reset reestablishment, i noticed my iron farm production halted. upon bed check, i found pop had dropped to 30... 1 villager is now missing since reestab.
because of how golem production works, this leads me to beleive that there is still at least one errant "parasitic" villager trapped somewere around my base.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
summery
1: no-bell villages are not recording villagers or not being recorded properly.
2: villagers are not being properly simulated in an "unobserved" but loaded chunk within chunk simulation range.
3: villagers are not being properly saved to chunk for the aforementioned reasons; so technically they don't despawn. they just dont get saved before being unloaded from memory/simulation.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
sub issues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
as this issue seems persistent for my iron farm, one idea is that, because all my villagers are lvl 0, that the game/village views them as ubiquitous. so these parasitic villagers cause the game to delete redundant villagers. "hes not here, hes in the cavern"
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
update post hard reset.
after about 10 sunsets since post reset reestablishment, i noticed my iron farm production halted. upon bed check, i found pop had dropped to 30... 1 villager is now missing since reestab.
because of how golem production works, this leads me to beleive that there is still at least one errant "parasitic" villager trapped somewere around my base.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
summery
1: no-bell villages are not recording villagers or not being recorded properly.
2: villagers are not being properly simulated in an "unobserved" but loaded chunk within chunk simulation range.
3: villagers are not being properly saved to chunk for the aforementioned reasons; so technically they don't despawn. they just dont get saved before being unloaded from memory/simulation.
reassessment of the issues
villagers seem to be vulnerable to despawn ifa: a certain unknown distance rom the player
b: have no ownership to a bed under the influence of a bellc: ownership to said bell bed was not accomplished while the plalyer was within a certain unknown range
th
is is currently the only theory i have that explainsthe depopofbell bedvillagesand the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
subissues
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bedb:
are still in a the same simulated chunks as their home village
this
means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
asthisissue seems persistent for my iron farm, one idea is that, because all my villagers are lvl 0, that the game/village views them as ubiquitous. so these parasitic villagers cause the game to delete redundant villagers. "hes not here, hes in the cavern"
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
update post hard reset.
after about 10 sunsets since post reset reestablishment, i noticed my iron farm production halted. upon bed check, i found pop had dropped to 30... 1 villager is now missing since reestab.
because of how golem production works, this leads me to beleive that there is still at least one errant "parasitic" villager trapped somewere around my base.
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
summery
1: no-bell villages are not recording villagers or not being recorded properly.
2: villagers are not being properly simulated in an "unobserved" but loaded chunk within chunk simulation range.(see "villager tick radius" below)
3: villagers are not being properly saved to chunk for the aforementioned reasons; so technically they don't despawn. they just dont get saved before being unloaded from memory/simulation.
the villager tick radius
this is the radius centered on the player that allows villagers to function. villagers do not use the chunk simulation. for a villager to persist, they would need to be saved to chunk when they leave this radius.
its distance is about 70, but most probably 64...
i based its range on some testing where in i monitored my iron farms production while idling at certain distances under the farm for 20 minutes each test.
at 70, 4 ingots
at 55, 10 ingots
at 45, 20 ingots
the VTR generally explains why my village wasnt repopulating(rather than the idea of parasitic errant villagers refusing to give up their old beds...)
in reality, the village wouldnt repopulate because the villagers where not functioning/being simulated.
reassessment of the issues
villagers seem to be vulnerable to despawn if
a: outside the players VTR
b: have no ownership to a bed under the influence of a bell
c: ownership to said bell bed was not accomplished while within the VTR
this is currently the only theory i have that explains the depop of bell bed villages and the depop of non bell bed villages.
this might also explain why children seem vulnerable. when they grow up while the player is "out of range" their child forms ownership of their bed dosnt transfer to thr adult and the adults new bed ownership isnt properly recorded to the village.
technical details
dorm-A(golem farm)
aprox center location with bell at center
250, 94, -32
beds & composters
31
dorm-B(breeder site)
aprox center location no bell
273, 14, 24
farm area dimensions
20x3x20
one bed, one composter
has path way to breeder stalls
four breeder stalls
dimensions 2x3x1
each with 2 built in cartographer tables
16 adjacent but not accessible beds.
my usual hangout(where i usualy am)
aproximate center
280, 10, -24
further testing
i opted to do a "hard reset" of dorm-A(the iron farm). this meant simultaneous destruction of dorm-A's bell, beds and worksites. then i left the villagers to mill about for a few sunsets while i went exploring around the area with the intent of keeping thier chunk loaded.
prehard reset the population was at 28. post reset the pop had dropped to 21.
i set the village back up and fed them and went back to mess around as soon as i was sure their pop was near limit of 31. pop was 29.
after two sunsets i returned and found the population had dropped back to 25. the kids had despawned apparently. so i resolved to hang out in the dorm and watch everything.
after 3 sunsets of watching and waiting, population was at max and fully adult. i have since let the place alone, periodicaly returning in the evening for head count. population has been stable now for about 5 sunsets.
update post hard reset.
after about 10 sunsets since post reset reestablishment, i noticed my iron farm production halted. upon bed check, i found pop had dropped to 30... 1 villager is now missing since reestab.
because of how golem production works, this leads me to beleive that there is still at least one errant "parasitic" villager trapped somewere around my base.
old defunct stuff... aka errata that no long pertains to the issue at hand but rather than deleting, i moved down here.
parasitic villiager theory. mostly disproven by discovering the VTR.
villagers transplanted from a bell bed village to outide that villages boundries will persist in maintaining ownership over thier former bed despite range, inacesability if
a: they can not reach a new bed
b: are still in a the same simulated chunks as their home village
this means that a villager who falls into a cavern and is trapped will continue to occupy their previous bed despite being out of range and inaccessible... this appears to be a issue but unlike the despawn issue, i cant back this up 100%. however it would seem to be related over all or at least contribute to the issue of a village having trouble repopulating.
as this issue seems persistent for my iron farm, one idea is that, because all my villagers are lvl 0, that the game/village views them as ubiquitous. so these parasitic villagers cause the game to delete redundant villagers. "hes not here, hes in the cavern"
old assessment
if a villager dosnt have ownership over a bed within "range" of a bells influence and they are not within an unknown range of a player, they run the risk of being despawned.
more over, and this is fun... if a villager has some kind of seniority on the village roster, they can actually claim ownership of a bed within their home bells influence at ranges greater than 34 blocks... even if they cant reach it and even if another villager is closer and could actually use that bed... in that case, this unlucky "younger" villager runs the risk of the aforementioned despawning......
in summation, beds dont make villages... bell influenced beds make villages.
and heres how to reproduce it
https://www.minecraftforum.net/forums/minecraft/discussion/3029304-curse-of-the-zombie-baby-farm
this has become such a pain i decided to go ahead and let you know. the irony that you dismissed my "villagers disappear" issue is not lost on me.
exactly what the title says. this is on windows 10 arm btw
when you move out of villager tick radius(vtr), the game attempts to save the villagers. theres a chance the save operation will fail and the villagers will disappear.
the vtr is about 70 meters. from my experience, rapidly moving in and out of range will result in failed saves to chunk.
on an anecdotal note, when you leave your base to go collect some sand and upon returning find four max level librarians and your cleric have disappeared from your iron farm; you notice.
i understand that the mods on this site dont actually play the game. they re busy moderating the site. fine. but then dont discount and pass over the data provided by people who are actualy playing the game.
this bug wasnt discovered in creative mode.
it occurs in real survival games in areas with high tick lag do to all the villagers, redstone machines, mob farms and etcetera that simultaneously operate in a players base in a real game.
so if your going to try to reproduce it, try playing the game... and if you cant do that, at least try and simulate the tick lag real players experience. throw in a couple dozen repeater clocks...
exactly what the title says. this is on windows 10 arm btw
when you move out of villager tick radius(vtr), the game attempts to save the villagers. theres a chance the save operation will fail and the villagers will disappear.
the vtr is about 70 meters. from my experience, rapidly moving in and out of range will result in failed saves to chunk.
on an anecdotal note, when you leave your base to go collect some sand and upon returning find four max level librarians and your cleric have disappeared from your iron farm; you notice.
i understand that the mods on this site dont actually play the game. they re busy moderating the site. fine. but then dont discount and pass over the data provided by people who are actualy playing the game.
this bug wasnt discovered in creative mode.
it occurs in real survival games in areas with high tick lag do to all the villagers, redstone machines, mob farms and etcetera that simultaneously operate in a players base in a real game.
so if your going to try to reproduce it, try playing the game... and if you cant do that, at least try and simulate the tick lag real players experience. throw in a couple dozen repeater clocks...
heres a link to the iron farm i use. it suffers zero villager loss outside of failed saves.
https://www.minecraftforum.net/forums/minecraft/discussion/3031732-how-to-build-an-iron-farm
i know mobs can be pushed onto ladders but since when do they proceed to climb up them?
note in the pics provided, the cow is apparently pushed into the lower rung but then proceeds to climb and jump the rest of the way up and out of the pen.
not a big deal, but hilarious and surprising to load to.
update: i was using wheat to round up my cows and one of the cows still in the pen used the ladder to climb up and out in order to reach me...
smart cow. im removing the lower rungs from all the pens...
i know mobs can be pushed onto ladders but since when do they proceed to climb up them?
note in the pics provided, the cow is apparently pushed into the lower rung but then proceeds to climb and jump the rest of the way up and out of the pen.
not a big deal, but hilarious and surprising to load to.
update: i was using wheat to round up my cows and one of the cows still in the pen used the ladder to climb up and out in order to reach me...
smart cow. im removing the lower rungs from all the pens...
on a final note, if this "fix" was intended, the change log needs to be updated to reflect the change.
@dcn I just got villagers to breed at 99 meters away. Also got them to go to bed at night and get up in daytime beyond 70 meters. So I’m not seeing evidence of a villager tick radius. (This is on an iPhone 8 on sim6.)
What might be happening in your tests is that the game could be suppressing/skipping some parts of the simulation process based on distance when your device is overloaded. I know that certain sounds can be skipped when device resources are low, so I am guessing this could be the case for mob updates or other other parts of the ticking process as well. And, to me it seems conceivable that if certain things aren’t updated, then chunks might not get scheduled for saving their changes. Since we really don’t know, this is where more detail or a video or world save showing how you can reproduce losing mobs would be very helpful.









So its not just me, yay. Tested on 0.16.2; still bugged. Updated the affected v.
It's complete... It's also a duplicate of issue 17569.
Having this issue on my 950 with 0.16.2.
The problem is that these files, which are just renamed zips..., are not associated with Minecraft. I've tried uri voodoo as well as using edgetile to give them their own shortcut in an attempt to tryout the android cludge. Nothings worked... And I've spent hours trying to cook up a work around... So I'm done poking it. Minecraft just wont eat em.
So can someone finally update this to "confirmed"?
Oh... And extract it to where? All of mcpe' files are annoyingly hidden in a uwp file... I already tried making an override directory... Nopers. But if any one does have a real wm10 work around, post a link to the forum.
Same thing in mcpe 0.16.2 on wm10 on my 950. Even typing "/help" returns a "cheats aren't enabled in this level."
I used to have this problem in 0.16.0 but I just tested it with a regular and sticky piston using red and regular sand. The upper most block of regular sand becomes invisible after it falls and doesn't become visible until It's updated. Red sand works normally.
However, sand that falls to the side of a piston is destroyed. This happened in both combinations of red/reg sand and sticky/reg pistons.
So just place some blocks on a piston and try placing a gravity affected block on It's side. If it breaks after landing next to the piston, then this looks like a bug.
Ran this with mcpe 0.16.2 in wm10 on a 950.
Is there anything that seems to be connected to these fps drops like entity's or chunk loading?
Sounds random. Can you check to see if baby animals are causing any noticeable drop? That's the problem I'm having.
Post the settings your running mcpe with and check to make sure you dont have resource hungry programs running in the background. Running in airplane mode will automatically arrest some process'.
According to the wiki this is either working as intended or they dont know how to fix it as its been an issue for a while.
That's the best thing I ever saw! The chicken flew away from me and eventually broke the "lead".
Tested and confirmed with mcpe 0.16.2 in wm10 on a Nokia 950.
Clearly this is working as intended. ; D So im not voting it up... This needs to stay.
Edit: Blazes, bats and ghasts can also be "fished" to produce a similar effect.
Non flying mobs can also be fished but appear to be unaffected aside from being "tied" to the rod.
The wither can also be fished but responds like a non flying mob.
These where all tested with the aforementioned setup.
It's working as intended, im guessing, because the change log hasn't specifically stated its changing the build height of the slip in any current release. I havnt combed over the changelog in detail but I do remember they were rather particular in stating that the over world build height was being increased to 256.
And its not likely 1.0 is the final update. So there's all the time in the world for them to change it.
Tested and confirmed with mcpe 0.16.2 in wm10 on a Nokia 950.
I set up a sign with text. Placed a quartz block in front(quartz makes it easier to see). The text shown through at a distance of about 20.
https://bugs.mojang.com/browse/MC-14826 that's a link to an epic legacy report for jmc.
Apparently leads are being kept as a temporary means to arrest a mobs movements. They are not saved to the chunk, so youl need opaque blocks to keep animals in place.
So that's what I mean as wai. The devs dont seem to be working towards a "permanent" lead. Sorry I wasn't more clear in my previous comment.
i did not extensively test villages in new 1.11 games beyond trying to get them to breed. they do acknowledge beds and bells and they do go to sleep at night. i also observed native 1.11 villagers picking up and passing potatoes as noted in my initial report.
i have not noted any of the "total failure" that is being reported.
im running this on a windows phone. so im using the windows mobile/ARM version if anyone is curious.
i havnt done any testing on the switch release but i have noted that bedrock villagers nighttime motives are geared twards locating "their" bed that they have claimed.
if a villager has not claimed a bed, then they will wonder aimlessly at night because they have no where to go. their only nighttime activity so far appears to be "goto bed; sleep"
more over, with out a bed, they may or may not be tied to that village. the only reason they may be sticking around is because they have claimed profession blocks in said village.
a bell may or may not also serve the same purpose for a villager with neither a bed or profession block.
yikes. my zombie spawner no long checks light levels and no longer checks the 9x9x3 pop cap... im gonna try to brick it up but im afraid it might start spawning them into the blocks...
circa 1.10 save patched with 1.11.23
windows mobile/ARM
yeah, if you have available beds(unclaimed with 2x2 empty blocks on one side. two beds on the same height can not share the same 2x2 "entry space") then you just found your self a nice wierd bug.
the bell idea was just an idea for keeping villagers around without a bed or a profession block. its not going to keep you bedless villagers from wondering around at night.
light levels dont affect slime spawns. also, the spawn rate for slimes in swamps is naturally crazy low. on a flat plane, like 1 every 5 minutes. and thats in a radius of about 100 meters... so if your not planning on building a massive farm, youl just have to be patient or find a "slime chunk".
it sounds like the golems are wondering off or naturally getting despawned or killed.
as you noted, a golem automatically spawns when a village is loaded for the first time. but...
the new system used to create golems seems to be broken. but theres no consensus yet.
from what ive read on the wiki, thats all functioning as intended... really. theres no mechanism i am aware of that limits player based group spawns... so... as soon as you kill one, another might have just spawned 30 blocks away...
this issue is ongoing. also this isnt the first report of this issue. it was imediatly noticed by people who under stand spawners well enough that they turn them into monster farms that can be activated with the flip of a switch... that said... my spawner farm is still spewing out zombies regardless of light level and spawner cap...
can i assume youve made successful red block flyers? when i first started building em, i made the mistake of copying a bunch of je. having made a few elevators, i can also attest they are easy to mess up simply because the change in perspective.
pretty cool bug. you have to place the ice on a solid block, walk over it with frost walker and then break it. it trys to melt and then turns into a "non targetable solid block". but if you knock out the solid block below it, it flips between melting and water. wither can destroy it too... shucks. tested on win mobile, flat creative. also, if its not resting on a solid block, it breaks normally.
i was just reading about this on the wiki. bedrock observers don't detect pumpkin/melon stems and other entities in that category.
edit: well the wiki is out of date... just tested on winmob 1.11.1 and i got observer readings on everything. both stems, all stages, melon and pumpkin spawns.
i don't think the spawns have been rarified, they don't seem to happen at all. did an hour of testing, no spawns. flat world too, so... more over, before the patch, that world was spawning patrols. about one a day if i remember correctly.
just did a ton of testing, the outpost was the only place i could get a captain to spawn. he spawned alone and based on how many times i bumped the outpost, im guessing its a rare event.
so if the outpost generates in a different biome tahn the village its attached to, they can end up right next to each other. as far as i can tell, its unforseen, not intended. though they may have given up on it and thats why a golem now auto spawns... problem solved mojang style...
did some testing, the new village golem spawn system is working. but the initial golem isnt part of the village. it dosnt count twards that village' golem cap and so they won't create any replacements for the initial golem either. good news is that a village can have two golems very quickly. at least for a bit.
it means they cant reach a bell, bed or profession block that they have claimed. when a villager can't reach a claimed block, they break ownership with it(the clouds) and attach to a similar vacant block in range(the green sparkles). they usualy re attach to the block they just broke owner ship with.... they will access various blocks throughout the day and often these breaks are due to pathfinding errors. you will have to fix these issues as they arise and are very common in naturally generated villages.
or save the village from a raid
been doing a bunch of testing, minimum non nitwit count per golem is 10 villagers, but 20 is better. any way... villagers need to be able to access the bell or they will break ownership and either mess up or slow down progress twards golem gossip. bells should be placed on or one block above the level the villager is standing on.
in a naturally generated village, a hill kept the vills from reaching the bell half the time, removing the hill fixed this pathing error and they made a golem a day or so later.
this sounds normal, villages naturally depopulate without player intervention due to zombies. only a village with a strong cropping set up and a high golem cap would be able to survive without player intervention. however such villages do not naturally generate and neither can a village increase its own population cap.
from my testing it either needs to be on the ground or one block above the ground. placing the bell in the ceiling or IN the ground prevented golem gossip for some reason. even though i know that one block above is okay, i still always place mine on the ground. bell mechanics are still very sketchy. if your seeing thunder clouds after that, theres a pathing issue, so start observing your vills daily routes.
i might suggest checking out the wiki and the bedrock forum, though some of the info is outdated and or misleading like the 5 vill min reference. that contends with spawning the golem, not the vill population required for a increase to the villages golem cap. that is still 10 to 1.
your village also needs beds and profession blocks as well as the bell. they all need to be accessible to the owning villager. if a villager breaks ownership with his pro block, it will wreck his gossip level apparently. as the mod noted, try getting the vill pop up to 20. this will make the gossip mechanic function more effectively.
i have gotten a flat 10 to produce a golem... it took five days... while a 20 man will take about two days.
this has been discussed quite a bit on the forum.
if a v2 cant reach their owned profession block, they break ownership and randomly take ownership of an available profession block within range.
v2's also need to be "locked" to that profession. this is reportedly accomplished by trading with them. unlocked v2's can apparently switch/trade professions covertly. ie without showing signs of having broken ownership with their profession block.
there is or was an ongoing issue concerning villagers despawning for no reason. not sure if it still affect 1.11.3
however the above comment sounds like creepypasta... ; P or conversely the village suffered a zombie spawn, all the villagers were zombified and then burned up the following morning.
this seems odd to me... spawn radius has been spherical for a long time... hasnt it? and havnt monster grinders always needed to be silly huge to account for said radius? and not to mention that the spawning of dungeons is now quite generous... i havnt had to build a a serious farm in forever...
but really i just wanted to say there have been some issues being reported concerning hostile despawn. i havnt done enough testing to open a ticket but i have seen it in the nether. if mobs are not despawning as they should, this could cause these perceived low spawn rates.
i think the wiki says its suposed to be a flat cost for naming... but its been like this since 1.10 i think... so...
i was just about to call kev out as well... but clearly he has the sharpest eyes of all. i almost overlooked it too. theres a red stone torch below that red block of clay. the block clay is then sending a signal into that hopper. check it; its full. switch out the clay with glass.
edit: if its not full, then im surprised, that hopper is not going to work unless the noted torch is getting toggled. note i only did a very quick test running 1.11.3
post the map. otherwise every mech is gonna read what kevin said and say "oh yeah..."
edit: okay... saw the new video... weird. i had a inconsistent bug a while ago where my hopper wouldnt pic up stuff right on top of it due to, what im gonna geuss was, ingame/update lag. i retested your build from what i could see from the pic/vids. my funnels pick up the broken shulker. duno what to say now.
i cant test beta on my plat. it does seem like something is going on, but a beta tester will have to check out your save.
its not the beds. that is a separate issue that tends to confuse the "villagers literally vanishing from the world for no reason" bug. its been discussed on java and bedrock forums and its been posted on the tracker a number of times since 1.11.~
https://bugs.mojang.com/browse/MCPE-45902
the "no reason" part is gonna make this hard to fix... not to mention villages can get riddled with confusing and seemingly unique bugs... like matured villagers not taking ownership of open profession blocks or golem/cat spawning in blocks.
this dosnt happen that much, though it does still happen. since we re retreading old ground... i ll note that villagers are also still despawning for no apparent reason. check the forums and... maybe the bug tracker as well.
https://bugs.mojang.com/browse/MCPE-45902
^fifty man gfarms will produce 5 stacks of iron an hour.... at least.
but yeah, i had forgotten about the bug, half blocks make the mob think its on a ledge it cant dismount. really silly looking. still an issue on 1.11.3
in homage to the mod, i made a thread on the forum so that issues concerning despawn can be further discussed. the limited nature of this forum is not suited to arguing what should already be academic.
https://www.minecraftforum.net/forums/minecraft/discussion/2963572-mob-despawning
ive been having issues relating to this. the game seems to view "village chunks" y parameters all the way down to the bedrock... so wandering traders will spawn deep in caves, fill it with lamas and raid spawns will run into caves thinking they are "entering" the village. gonna test out the nether portal theory too... cuz that could easily mess with some of my builds.
edit: if a raid member enters a nether portal, their later death will not affect the raid wave mob count. you will have to destroy all your beds to end the raid.
2nd edit: even worse...
on a final note, raid pack spawns seem to use a weird mash up of standard pack spawn rules. the spawn radially upto a distance of around 45m based onthe "first bed" boundary of the village. the player has to be within the aforementioned boundary. lastly, the spawn check can even allow pack spawns in the dead center of the aforementioned boundary if you force it via opaque blocks... raid farm anyone?
the only thing i have my farmers grow is potatoes... rofl. but ive had no issues from 1.10 upto 1.11.4. but im running winmob... so this may be an ios issue. all the more reason it should be fixed.
been doing alot of village testing and just wrapped up some 1.11.4 testing. villagers work fine,when they arent disappearing for no reason... if you want them to change professions or bed, you need to destroy the bed/profession block they are currently registered to. beds only set the village boundaries and satisfy sleep checks for golem creation. lighting and doors have no affect on v2 village mechs.
this was tested on 1.11.4 winmob. so basically 1.11.2 winmob ; P
bells are only used to set the gathering place and spaz out villagers. not much else. village borders are apparently set by the first claimed bed.
the problem your having is that your spawning the golems. only naturally generated golems, the first auto golem and golem gossip golems, are going to acknowledge a village and then only the village that spawned them.
they did in 1.11.3 but it wasnt a 100% affair. i had to reload the chunk several times to force a single respawn. currently, its the only way i can generate a natural bad omen effect as i cant find any patrols... off the cuff, i would rate outpost respawns at something like 5%.
this has been an ongoing topic lately on the forum. most have been content to blame the despawn rules in bedrock. in short, the spawn cap is quickly reached in any given area of the nether. since wither skels are beholden to the world spawn cap, they dont spawn. the fix seems obvious, remove their world spawn cap check; the same way monster spawners work.
but its been broken since at least 1.11.2... so...
only 1.2 beta has custom standalone entity/block addon functionality. :_(
^ part of the problem seems to be that children villagers are unstable. i just updated testing info on how i circumvented that bug.
but that dosnt explain the consistent loss of my farmers from dorm-b as detailed in my zombie baby farm post.
^ whats really funny is that if mojang hadnt decided to continue supporting the winmob version, i wouldnt even be playing and would never have run this down...
rofl... microsoft dosnt even directly support winmob anymore.
the easiest way to vet the vtr is with two villagers, ten beds and a couple stacks of food. give em the food and move beyond 70 meters, vertical or horizontal, but keeping them within chunk simulation range. after 5-10 minutes, if they were being simulated, there should be 8 baby villagers.
in short, you can be in the same chunk as the villagers and they wont be loaded into simulation.
the chaotic nature of villagers save operation attempting to interrupt the normal flow of operations and that this interrupt can occur multiple times within seconds seems to be the source of the issue. standard chunk load is methodical, vtr loading is nuts.
on a final note, im probably gonna stop playing mc pretty soon.
loved the new content. just burned out on mc.
but so im not gonna sit around and baby sit this issue..
i understand the vtr; v2's are crazy resource hogs. you really dont want them simulated at eight chunks taxicab. and to the casual observer, theyed never realise v2's are using a seperate simulation system.
and thats fine. what bugs me is that this has been an unacknowledged issue for at least four years.
if it cant be fixed, thats fine too. but at least acknowledge the issue so players can be prepared to play around it.
me, i ll spend 20 hours and figure it out. then i report it so "everyone" knows. but if you guys dont actually pay attention and legitimize these issues... then this sites pretty much failed its mission statement.
but so in two years when i get a new phone and i come back to mc... i hope this bug wont be six years running. rofl.
rofl... i just noticed they deleted all my posts suggesting new content...
^ this was not happening in 1.16.1... mobs were not pathfinding through ladders.
so if your saying "they fixed it in 1.16.2", okay.
but just to be clear, this likely means creepers, zombies and ect will now climb ladders to reach the player. maybe thats been the plan all along...
but it hasnt worked until now.
hmmm... maybe one punch farms can use ladders now...
^ thats very interesting. were you able to get villagers to function at chunk sim limit?
i hadnt planned on checking back in... but ive been having too much fun with honey blocks...
after hours of not checking on my golem campus, i finally ducked in to pick up some books to repair my tools.
i lost 17 of my 24 max level and name tagged villagers... rofl.
oddly enough, my name tagged zombie, "dr. zombie"..., whos carted up in an adjoining room to the campus..., is still there.
i hope your right golden helmet, that its just my crappy devices. i do put alot of strain on small areas. i wasnt aware that minecrafts resource handling was clever.
anyways, thanks for your input and work.