Aiden
- adonis0
- adonis0
- Europe/Stockholm
- Yes
- No
Villagers cannot be transported through portals without two people, one on either side of the portal. The problem is that
they cannot be moved through any other wayexcept by walking into them and pushing them into the portal, this means that they have no momentum going through.So when the player then goes to the nether through the same portal, upon loading the nether, the game recognises the villager being in contact with the portal, and transports them straight back again, leaving no chance to make them remain in the nether. This does not happen in the overworld, as there is a small delay in which you can move them out of the portal before they teleport again.
However, if one person is in the overworld, and one is in the nether, this causes the delay in transport between the realms to occur in the nether as well.
Villagers cannot be transported through portals without two people, one on either side of the portal. The problem is that I have not found so far any other way to move them through except by walking into them and pushing them into the portal, this means that they have no momentum going through.
So when the player then goes to the nether through the same portal, upon loading the nether, the game recognises the villager being in contact with the portal, and transports them straight back again, leaving no chance to make them remain in the nether. This does not happen in the overworld, as there is a small delay in which you can move them out of the portal before they teleport again.
However, if one person is in the overworld, and one is in the nether, this causes the delay in transport between the realms to occur in the nether as well.
Unable to transport villagers through a portal in a minecart, this was done using coal powered rails. When the track met the portal, the minecart simply fell off down the quarter of a block to sit on the portal. The villager in a minecart just sat in the portal for quite some time, without any effect.
The portal frame is sunken into the ground by one block so that the portal is level with the ground. The minecarts were propelled into the portal using a furnace in a minecart, and this was attempted with purple and brown shirted villagers.
Using powered rail propulsion has not been attempted yet.
Unable to transport villagers through a portal in a minecart, this was done using coal rails and powered rails. When the track met the portal, the minecart simply fell off down the quarter of a block to sit on the portal. The villager in a minecart just sat in the portal for quite some time, without any effect.
The portal frame is sunken into the ground by one block so that the portal is level with the ground. The minecarts were propelled into the portal using a furnace in a minecart, and this was attempted with purple and brown shirted villagers.
Recently we've noticed a severe drop in the mobs that are spawning across our server, I personally frequently see it at 4-5 entites around, when I know that there are dark caves within range that should have spawned monsters. The highest I've seen it since the update was at 20, which was while I was lighting up caves.
Another player reports that he frequently sees entity counts of 1, even while standing at a previously functional mob farm, which has not been modified.
I believe it may have a link to another problem we're having with a memory leak (Bug report submitted here https://mojang.atlassian.net/browse/MC-
1125) as it may be possible that the server is calculating mob spawning across active players, and ghosts of players (which is our theory as to why there is a memory leak)So, theory on this problem; server is calculating the mob cap is X because of the online active players, but is trying to spread them them across x*5 because we've all logged in and out five times.
This theory may be completely wrong, but may provide an insight.I had a search before, and no bug turned up like ours, so apologies if this has been resolved already.
Recently we've noticed a severe drop in the mobs that are spawning across our server, I personally frequently see it at 4-5 entites around, when I know that there are dark caves within range that should have spawned monsters. The highest I've seen it since the update was at 20, which was while I was lighting up caves.
Another player reports that he frequently sees entity counts of 1, even while standing at a previously functional mob farm, which has not been modified.
EDIT: This is linked to a change in view distance setting by the server, which means this bug is a duplicate of this
https://mojang.atlassian.net/browse/MC-2536
Apologies minecraft team.
apologies, this is actually linked to this problem. https://mojang.atlassian.net/browse/MC-2536
Found out after talking to our server host that he changed view distance, right when we started having this problem.
Confirming this bug, after our host changed the view distance down, we all started getting reduced mob spawning around us, to the point of no mobs spawning, even when there was caves around.
I only got entities flickering between 0/4-5 today while standing in the middle of a dark swamp at night time. This is with server view setting 7 with three players online.
But with setting 10, in the same spot, I got 160 with three players online
Pouring water on it simply turns it into stone, which is not always the case that we want.
I can confirm this also happens in survival, it created a huge mess that took hours to clean up, all because the one block didn't stop flowing after the source was removed.
I would expect maybe 10s per block of flowing lava to disappear? About the same rate that it forms at.
because in reality lava does flow much slower than water, but infinite propagation doesn't make sense.
Perhaps another work around?
it seems to be that for my OS X, it does the same thing, but I just have to click on the window to get it to be responsive again.
I can't see a correlation between the occasions when it happens, but the keyboard being unresponsive for me doesn't seem like a huge bug, just a odd nuisance.
the creation of lava flow blocks works perfectly, I think the fix is just working out how to do that in reverse.
If it disappeared at the same rate and behavior that it appeared at, I believe most of us, if not all would be happy
If the villagers last trade becomes locked, then you cannot trade any more with them, as the other trade options can still become locked eventually.
Wouldn't a simple fix be, the last trade option is unable to be locked out? If it's something like paper for emeralds, this still wouldn't be unbalanced as eventually they'll get a new trade, and this one will no longer be the last trade.
Yes, it may be the same issue
However, if both are labeled as duplicates, then it won't be fixed.
In the other it is called to be correct behaviour, however this is something that I, and probably most of the others who contributed to this, call to be a bug, or a part of the game that needs revisiting