Socks
- chiguai
- chiguai
- America/Havana
- Yes
- No
This relates to but does not duplicate
MCPE-30089- it has issues that did not occur on that bug report. If you need to have separate bug reports for any of this, please let me know, but I have no idea what is relevant to what at this point.This again is an Xbox world that was upgraded to bedrock; however the end had never been generated and nor the dragon killed. This afternoon we went to kill the end dragon again, on another world since have no idea how to fix the main world end. Again was on peaceful initially as I and another player had never been in this world so we could do a tour first. World was switched to hostile mobs before we entered the end.
First - there were no endermen - it was all overworld spawns - ie skellys, creepers, spiders, zombies and yes they were respawning. As one player said it was if it the spawns were set to overworld spawn mechanics - ie endermen finally did spawn. but at the rate they would have in the overworld.
Second - two exit end portals existed - one on top of the other.
Third - as far as we could tell only two crystals were lit. I had taken out one and another player took out another almost immediately, when someone noticed the dragon was taking damage and not healing. After the kill, we looked at every pillar and none were left lit even tho we had only destroyed 2 crystals.
Fourth (sort of) - this time the fight did not leave two active end exit portals. Only the topmost of the double portals was made active and a end city gate was created Nor was the second portal destroyed.
Fifth - 1 player did not get the achievement for killing the dragon. The player who died and came back did, along with the two who mainly were targeting the dragon did, but the player who was primarily keeping the overworld mobs away from the rest of us did not. The only thing we can think of is that she may not have hit/done damage to the dragon. That should not have precluded the achievement.
Later this week or next weekend we are going to respawn the dragon in this world so the final player can get the achievement. I will update then if anything changes or something new needs to be added.
Socks, you have the issue - you make the ticket. Don't need to do it. I'm going to change this ticket after a few tests
Socks, you don't have to add a comment; you can simply edit the description.
Brian Carr, it appears MC-106363 is a duplicate of MC-106362.
@Socks you are probably right. That is what Anomie X described in this comment.
This report probably duplicates then MC-104736:
2. The <Gateways> tag when regenerated contains the entire original list of gateways, thus killing the dragon will recreate existing gateways before opening new ones.
Socks That's already marked as related...
confirmed for 1.9.2 with horse donkey and mule (probably 1.9.1 as well)
@mod please see
MC-28424- the wiki is wrong. Untamed wolves will despawn and do not as far as I can tell respawn. When I found mine I tp'd back for bones and by the time I returned 1 was already gone - maybe 45 seconds. I have been through that area consistently since then and no more wolves (running 1.9.2).confirmed for 1.9.2
@Adam It is my understanding the despawn/no respawn no longer affects ocelots, but I can not confirm that. When I got my 2 cats, I had fish and knew the jungle was there. The wolves were unexpected and I knew of this issue hence the cheat of tp'ing back for bones etc as I am not expanding out for a long while yet. The best you can do is carry bones on you whenever you explore new territory on the off chance of finding them. And yes this is why I have the cheats on - to cope with game play mechanics that the player has no control over.
@mod Should ocelots be removed from description?
@Rich Harris - Marcono1234 did analysis on this - click on the link in the description (the code affected) to see it. TLDR ocelots are linked to a specific biome and should now be respawning, Wolves however are not and the code prevents respawning.
FYI I have seen wolves not just in Cold Taiga, but Taiga, Forest and Birch Forest when checking out new worlds in creative for my next seed. Most casual players are not going to be aware of this and like you will be searching to no avail to find wolves since if you get close enough to trigger the chunk to load, the wolves are gone. All we can do is keep this updated periodically and vote for devs to fix it.
I agree - makes this block more or less worthless as I can't see ever using it as a building block. Is there some purpose to it?
possibly related to
MC-103023(also looks like a superflat world)Marcono - the reason you generated an end gateways portal while Kristina did not may be due to the fix of
MC-103497. Please see the comments there. If I am reading it correctly, some players will now have to kill the Ender Dragon 21 vs 20 times to generate all 20 of the gateway portals.I agree - Nothing in the fix for being able to SUMMON a green robed villager implies it will now spawn naturally. Nor did the changelogs for the snapshots indicate this was intended behavior.
This may be related to, not a duplicate of,
MC-92916. I have had it happen to me 3 times in 1.10.2; once in a single player world and twice on Realms. Since the singleplayer caught me by surprise, I didn't think of a crash report and force quit the game. I have no idea if that was a rare time of my tp'ing back to my base and re-setting spawn or if I had sprinted back from a build/mining site a good distance away. The next two times were on Realms and both of those I know what I was doing prior. I had been tp'd from host's base to mine 1300km away; the second I traveled from a build site 3000km via a fairly fast horse at top speed. It also happened to the host of the Realms world and he tends to tp places quite a lot. Since I am not the owner of the world I didn't get a crash report on those. I will attach if it ever happens on my singleplayer again if that would help. It basically indicates to me it may be related to an unloaded chunk issue that sporadically pops up. In the single player the bed had a standard chest on one side with everything else open and in Realms, it was completely open with head of bed against a wall.I didn't find the "Butcher" displaying "Villager", with provided seed and coordinates (may have missed one). But I did find Librarian trading string and Armorer trading wheat as well.
Actually my comment was meant more to point out that now spawned Villager GUI is broken and some random villagers are spawning with the wrong Tier 1 trades as well. I didn't spend a whole lot of time looking for the Butcher once I accidentally opened the Armorer and found the trade for wheat. This may be related to
MC-106126. I'll check my snapshot test worlds and see if the issue is present there as well.There appears to be a mismatch now in generated Villagers' entitydata. I found more with wrong Tier 1 trades as well as a few with one Profession and the Career/entitydata of nitwit (unable to trade). It may happen with spawn eggs, but I didn't try it. Nor did I find a nitwit who can trade, but I wouldn't rule it out. Maybe the description should be updated to reflect more the overall problem rather than just an error in the title of one Villager.
I am not sure I am following everything correctly, but
@Suncat do you want me or the original reporter to open a new ticket for the wrong Tier 1 trades?
@FVbico huh???
I must have missed the ticket about no trades; I am going to assume that since FVbico reported it, I don't need to comment there
Oops - to reproduce, open any new world and find a village. Should have one or two in it. May have to generate the world a couple of times.
Lol too late - I just did it -
MC-106362next time I'll keep my curiousity in check lol
As
MC-9691was fixed in 16w33a, shouldn't the list be updated andMC-9691be marked as related? Not all items in the list (as far as I can tell) were "fixed", so Mojang can make the determination as to whether this items should be burnable.ah sorry I misread it or more precisely look at it quickly and did not catch the difference.
I can confirm. If you make the banner in survival and attempt to add it to the shield, for me it will be blank. Make a banner in creative and no problem. I tried with 3 different colored banners and get blank shield every time.
Not quite - it is just so very infrequent and hard to reproduce reliably. My portal is in a room off my base with one side blocked by stone; the nether side is in a building with glass block floor and again one side blocked by the stone making up one wall of the building. I get rare Pigman that comes thru into the base and on infrequent occasions may find one inside the building in the nether. I can't say that I have seen one actually spawn in the portal, but I also had thought it was WAI until I saw this.
Confirmed for 1.10.2
I should have checked snapshot at same time sorry, but confirmed in 16w33a as well for both untamed wolves and ocelots. I thought I remembered another report regarding this, but of course can not find it.
If the WAI applies to both untamed wolves and ocelots, then
MC-104778andMC-28147should be resolved as duplicate or resolved as WAI.@Marcono1234 - I should have been a liitle bit clearer. My understanding from the comments was that with the fix of the DragonFight issue, in some cases where the first end gateway portal had been generated, the player, upon the next time generating the dragon, the First end gateway portal would be re-generated before moving on the the next one. Thus some players would end up fighting the dragon 21 not 20 times to generate all 20 portals.
confirmed for 16w35a and all snapshots inbetween
non-hostile wolves (untamed) can not be leashed in 16w35a
confirmed for 16w35a
confirmed for 16w35a - if it was unbalanced before, really out of whack now. See below
tested by creating new seed that I knew where several villages were. Tp'd to 6 and used kill @e[type=villager,r=64]; counted each of the Profession that showed in chat. Following are the results for the more telling (the other 2 showed the same pattern, just not as obvious):
#1 - 1 Priest, 1 Librarian, 1 Butcher, 8 Nitwits
#2 - 2 Librarians, 6 Farmers, 1 Blacksmith, 2 Butchers, 6 Nitwits
#3 - 4 Farmers, 1 Blacksmith, 1 Butcher, 6 Nitwits
#4 - 8 Clerics, 1 Librarian, 1 Blacksmith, 5 Butchers
Ran this test 3 times with the same results.
I did this to point out that there are 3 open bugs very very simlar
Can confirm that normal skeleton spawning is much higher than it was in 1.10.2. In 10-15 minutes of playing on my basic wither spawning platform, I average 50% or better on skeletons to wither skeletons; some groups were entirely regular skeletons.
Still in 16w40a - in two 15-20 minute sessions both were over 50% regular skeletons.
Still in 16w40a - all 5 villages I checked were 50% or more one Profession. The good news is that this time only one of the 5 had Nitwits, but they did constitute half of that village.
Confirmed for 16w40a
Confirmed for 16w40a
Still in 16w40a
Still in 16w40a
still in 16w41a, 16w42a. In fact, 3 of the 5 villages I checked consisted mainly of 2 Professions (2 Librarian/Farmer, 1 Librarian/Nitwit).
confirmed for 16w41a, 16w42a
confirmed for 16w41a, 16w42a
still in 16w43a
still in 16w43a - again only one of five villages had Nitwits - 40% to Librarians 50%
still in 16w43a
still in 16w43a
confirmed in 16w43a
still in 16w43a - confirmed for rabbits, ocelots, guardians (both). Zombies and Zombie Pigmen do so only if provoked (hit).
Can a mod please reopened this; appears to not have been fixed or broke again in latest snapshot. Noticed while testing for blazes seeing through walls a high regular skeleton count. Tested and regular skeletons are again at a 50% or more spawn rate.
Not only that, but if you put several items into them it will transfer a handful (from my brief playing 3-4) then quickly start transferring only one item back and forth with no change to the comparators.
To maybe put these arguments on hold - at least for right now. Grum himself stated that repeaters are broken - see
MC-109297. To my mind, comparators are too; but for now I am going to wait and see what happens whenMC-109297is fixed.@[Mod] Pokechu22 - Thank you! I was watching this ticket as I have had a world I had spent months working on get corrupted (MCPE) and could not recover. I switched to the PC version as I could and do frequently back up worlds. I am now working a lot with structure blocks and this ticket you could say really was going to put damper on it. The knowledge these tools by Mojang devs (I don't like using mods) could help me recover a world is invaluable until the bug is identified and fixed.
It was/is still in 1.10.2 - haven't checked the latest snapshot.
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 16w44a
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
still in 1.11 Pre-Release 1
Tested in survival with no armor
AI behavior the same with or with out invisibility potion (ie potion has no affect):
Guardian, Elder Guardian, Blaze, Ghast, Wither, Rabbit, Ocelot
Did not test with all hostile/neutral mobs, but those I did worked until hit with the exception of Magna Cub/Slime - they seemed to still not see me.
still in 1.11 Pre-Release 1
Tested in survival with no armor
AI behavior the same with or with out invisibility potion (ie potion has no affect):
Guardian, Elder Guardian, Blaze, Ghast, Wither, Rabbit, Ocelot
Did not test with all hostile/neutral mobs, but those I did worked until hit with the exception of Magna Cub/Slime - they seemed to still not see me.
still in 1.11 Pre-Release 1
confirmed for 1.11.2 - happened on Realms server. OP had to apply fix to spawn the dragon
Confirmed for 1.12 - just happened to me. Large slime spawned in stronghold portal and immediately teleported to the nether (unexpected surprise to me going through). Checked chunk boundary and it splits my portal pretty much evenly. Considering I have been working on cleaning up end portal room, clearing caves, and digging around to see if there is any of the stronghold I missed since it had nothing pretty much nothing except end portal room and did not see one slime the entire time. not sure where the slime chunk is. Walkway from portal to end portal is 3x3.
Confirmed for 1.12
I know that 1.10.2 is already in the list, but this is to add data and the high probability it is happening in 1.11.2. My world was created in 1.9.4 just before the release of 1.10. I did not explore this area until 1.10.2. At that time I do not remember hearing sounds and or seeing subtitles of guardians in that area. Since I was looking for a monument, I don't think I would have ignored it. I did not play after that until 1.11.2 as family event took priority. Just before the release of 1.12, I went that direction again and started hearing and seeing the guardian info. Checked and I now have guardians with no monument. I loaded the seed in 1.94, 1.10.2 and 1.12 and did not find the same situation. I use a copy of this world and a separate save folder to play snapshots, but cannot find any of the old saves to know just when this happened.
I did not downgrade a world - that presents problems I never want to encounter. I opened a new world in each version, deleted it and then created a new world in the next version. Now tell me how I am supposed in the new launcher open a previous version; simple examples are - I want to play on a server that has not upgraded to 1.12, a map that is not supported in 1.12, or use a mod that isn't supported in 1.12? I looked at the other launch options - none of those allow me to change versions, only the launch option under my minecraft user name does.
Thank you - wasn't sure where it went other than this was an Xbox issue.
Still in the latest version 1.2.9 on XBox One bedrock - came here to report when found the open issue.
Dupe of
MC-25926Edit: ok this is weird - I typed in the correct bug report as MC 25 9 26, but it is showing up as
MC-250 96Also happened in version 1.2.9 - Xbox
Might be related (see my bug report on double exit portal for end), but converted world where end was never generated, had overworld mobs on end island not enderman when went to kill ender dragon. Made a quick trip to end islands and that had the normal enderman spawn.
Logging out and back in today, still had overworld spawns on end island, so looks to be permanent.
The problem is the wiki is not the official source: it reports what the current behaviour is but not the "intended" behaviour. This is still a bug unless the devs say it isn't.
And this is still ocurring in 1.2.9 - Console - XBoxOne
ok Here are the seeds - for
MCPE-30089this is a legacy world started in 2014 on the XBox One:1489165517
For this report - -614270140. This is a world started on the 360 and brought forward from there (predates the above world)
There is a third world as old as the one above that we have not tried that could be used as a test world where neither the end or the nether has been generated. Would have to make copy and go creative to do so since this world has not been played extensively tho it has been played a tiny bit in Bedrock. May do that this coming weekend.
We made a copy of the world for this report this morning and did a few tests. Changing to peaceful and going back to normal did not change the spawning so it looks like it is a permanent change. Fought the dragon again and new pillars generated next to or overlapping the previous pillars, tho the fight then proceeded normally.
If you want a copy of the world, willing to do it but not sure how to. Our idea is to copy world maybe to flash drive and upload somewhere if that would work.
Regarding the overworld spawns in the end,
MCPE-30204reports a similar issue but with the nether. Maybe related?I have no problem with bugs being consolidated, but my problem with the bug report that this is resolved to makes no mention of the duplicate portals - that has happened on 2 XBox worlds so far that were converted to bedrock - we have a third, but will not convert for now until we KNOW the issues have been corrected.
.
Having the same issue now with latest patch - 1.2.0.0. Was running fine at highest graphics setting but with the patch GPU was hitting 98% and had to reduce the graphic setting to play the game. GPU is an NVDIA RTX 2060 Super. Since is is basically the same GPU as Nathaniel M I'd say that may be the problem except it ran fine at the highest settings before this latest patch.
This is also an issue with my family's Realm. Progress is not being saved - it appears that the issue is with an infrequent or non existent autosave and/or non existent save on exit. It started with the 1.16 update.
This has been consistent on my family's Realms since 1.16 update
Related to or the same as
REALMS-4381This is related to or a duplicate of Realms-401 and appears to be a relatively common problem. Family isn't playing Realms because it makes no sense to do stuff that isn't or won't get saved. If someone can tell me how to do a forced save on Realms that would be very much appreciated.