Carlos G.
- Electroman
- electroman
- America/New_York
- Yes
- No
After spent the whole Weekend in a rough and depth testing with the New Village Structures both naturally generated and manually generated. I found little but very significant issues in some Buildings that affects very specific aspects like Villager Spawning, access to Work Stations, Building Inconsistencies and Lightning.
Besides highlight the issues I will also provide solutions to these problems.
So let's begin
Plains Village
- Shepherd's House
plains_shepherds_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
(This issue was introduced with the recent fix to a Bug that made Loom Blocks face to the wrong direction -MC-137761).
![]()
Solution: Update the Looms by just placing them again.
![]()
Savannah Village
- Library
savanna_library_1.nbt
Since the Height of the Adult Villagers is 1.95 Blocks they can't walk through a space of 2 Block High when there's a Carpet, in this Building the Librarian can't access the Lectern because there's a Carpet that blocks it's pathfiding.
![]()
Solution: Replace the Carpet and the Acacia Planks underneath with Wool Blocks.
![]()
- Mason's House
savanna_mason_1.nbt
Last time this Structure got Updated it actually didn't save properly in the Structure Files, the result was that the Mason's House now has a fragment of Roof missing when it generates.
![]()
Solution: Place again the missing Acacia Stairs and the Grass Blocks from the ground, then assign the Proper Range to save completely the Structure.
![]()
- Shepherd's House
savanna_shepherd_1.nbt
Loom Block is facing towards the opposite direction.
![]()
Solution: Update the Loom by just placing it again.
![]()
Snowy Village
- Small House #8
snowy_small_house_8.nbt
Each Bed generated means a Villager belongs here, with that said the amount of Villagers has to be equal to the Beds. But here is not the case due a missing Jigsaw Block that grants the spawning of a Villager here.
![]()
Solution: Add the missing Jigsaw Block back and then save the Structure again.
![]()
- Mason's House #1
snowy_masons_house_1.nbt
Same problem as the Savannah Library, the Carpet in this Building doesn't let the Mason Villager access to the Stonecutter.
![]()
Solution: Replace the Carpet and the Spruce Planks underneath with Wool Blocks.
![]()
- Shepherd's House
snowy_shepherds_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
![]()
Solution: Update the Looms by just placing them again.
![]()
Desert Village
- Medium House #1
desert_medium_house_1.nbt
This Structure generates with 2 Beds, but there's only 1 Jigsaw Block that spawns a Villager, meaning one Jigsaw Block is missing for the other Bed.
![]()
Another issue here is that the current Jigsaw Block turns into Air instead of Smooth Sandstone, leaving a hole inside this Structure after spawn a Villager.
![]()
Solutions: Include another Jigsaw Block that spawns a second Villager for the other Bed and make sure both Jigsaw Blocks turns into Smooth Sandstone.
![]()
- Shepherd's House
desert_shepherd_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
![]()
Solution: Update the Looms by just placing them again.
![]()
Taiga Village
- Medium House #1
taiga_medium_house_1.nbt
Just like the Desert Medium House #1, this Structure includes 2 Beds but only 1 Jigsaw Block can generate and only let the spawn of a single Villager, instead of 2 to match with the Beds number.
![]()
Another problem with this House is that it has an Underground Basement for the second Villager (A very cool idea) but when it's naturally generated it will be obstructed by Dirt, Stone or any kind of Block that will normally generate, this means that the Terrain Generation will override the Air that belongs in this Structure.
![]()
![]()
Solutions: First for the missing Jigsaw Block issue, just simply add that Block with the Villager spawning.
![]()
Second is that with the addition of a Villager here is necessary to make sure this Building generates untouched in the underground part to prevent suffocation, maybe adding some Structure Voids can prevent the generation of the natural terrain blocks, not very sure about this solution, since it seems like Jigsaw Blocks or Structure Blocks Generation always gets affected by the Natural Generation.
![]()
![]()
- Medium House #2
taiga_medium_house_2.nbt
Missing Torch in the upper Room, causing low levels of Light.
![]()
- Medium House #3
taiga_medium_house_3.nbt
Missing 2 Jigsaw Blocks with Villager spawning for both Beds.
![]()
Solution: Add the 2 Jigsaw Blocks that are missing close to each Bed.
![]()
- Medium House #4
taiga_medium_house_4.nbt
Missing 2 Jigsaw Blocks with Villager spawning for both Beds.
![]()
Solution: Add the 2 Jigsaw Blocks that are missing close to each Bed.
![]()
- Fisher Cottage
taiga_fisher_cottage_1.nbt
The Building is flooded with Water in the inside.
![]()
Solution: Remove all the Water, but only leave it in the space where it belongs.
![]()
- Library
taiga_library_1.nbt
Like the Savannah Library, this one has a Carpet that doesn't let the Librarian interact with the Lectern.
![]()
Solution: Remove the Carpet.
![]()
Consistency Issue: The external Decoration of the Cartographer's House seems to be the only one completed:
![]()
As you can see it has a Spruce Trapdoor under the Grass Block, this is not the case in the Library, making it look incomplete:
![]()
Solution: Just add the missing Trapdoors
![]()
- Weaponsmith #1
taiga_weaponsmith_1.nbt
Consistency Issue: Just like the Library it's missing the Trapdoors under the Grass Block Decoration.
![]()
Solution: Remove the top Torch and split it to the sides, at the top of the Grindstones and then add the missing Trapdoors.
![]()
- Shepherd's House
taiga_shepherds_house_1.nbt
Not only the Looms facing a wrong direction, but we also got more Carpet Issues... It seems like there's a Balcony that cross the Center of this Building with only a 2 High Space and it doesn't let the Shepherd Villager pathfind correctly.
![]()
Solutions: Replace the Carpet and the Spruce Planks underneath with Wool Blocks and update the Looms by just placing them again.
![]()
And those are all the Issues I found so far in all the Village Structures. I just added all the problems together to use this whole Thread as a definitive Solution to this group of little issues, hopefully is easy and comprehensive to understand for the Developers and hopefully all of these Issues gets fixed before the Official Release, Thanks.
After spent the whole Weekend in a rough and depth testing with the New Village Structures both naturally generated and manually generated. I found little but very significant issues in some Buildings that affects very specific aspects like Villager Spawning, access to Work Stations, Building Inconsistencies and Lightning.
Besides highlight the issues I will also provide solutions to these problems.
So let's begin
Plains Village
- Shepherd's House
plains_shepherds_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
(This issue was introduced with the recent fix to a Bug that made Loom Blocks face to the wrong direction -MC-137761).
![]()
Solution: Update the Looms by just placing them again.
![]()
Savannah Village
- Library
savanna_library_1.nbt
Since the Height of the Adult Villagers is 1.95 Blocks they can't walk through a space of 2 Block High when there's a Carpet, in this Building the Librarian can't access the Lectern because there's a Carpet that blocks it's pathfiding.
![]()
Solution: Replace the Carpet and the Acacia Planks underneath with Wool Blocks.
![]()
- Mason's House
savanna_mason_1.nbt
Last time this Structure got Updated it actually didn't save properly in the Structure Files, the result was that the Mason's House now has a fragment of Roof missing when it generates.
![]()
Solution: Place again the missing Acacia Stairs and the Grass Blocks from the ground, then assign the Proper Range to save completely the Structure.
![]()
- Shepherd's House
savanna_shepherd_1.nbt
Loom Block is facing towards the opposite direction.
![]()
Solution: Update the Loom by just placing it again.
![]()
Snowy Village
- Small House #8
snowy_small_house_8.nbt
Each Bed generated means a Villager belongs here, with that said the amount of Villagers has to be equal to the Beds. But here is not the case due a missing Jigsaw Block that grants the spawning of a Villager here.
![]()
Solution: Add the missing Jigsaw Block back and then save the Structure again.
![]()
- Mason's House #1
snowy_masons_house_1.nbt
Same problem as the Savannah Library, the Carpet in this Building doesn't let the Mason Villager access to the Stonecutter.
![]()
Solution: Replace the Carpet and the Spruce Planks underneath with Wool Blocks.
![]()
- Shepherd's House
snowy_shepherds_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
![]()
Solution: Update the Looms by just placing them again.
![]()
Desert Village
- Medium House #1
desert_medium_house_1.nbt
This Structure generates with 2 Beds, but there's only 1 Jigsaw Block that spawns a Villager, meaning one Jigsaw Block is missing for the other Bed.
![]()
Another issue here is that the current Jigsaw Block turns into Air instead of Smooth Sandstone, leaving a hole inside this Structure after spawn a Villager.
![]()
Solutions: Include another Jigsaw Block that spawns a second Villager for the other Bed and make sure both Jigsaw Blocks turns into Smooth Sandstone.
![]()
- Shepherd's House
desert_shepherd_house_1.nbt
Both Loom Blocks are facing towards the opposite direction.
![]()
Solution: Update the Looms by just placing them again.
![]()
Taiga Village
- Medium House #1
taiga_medium_house_1.nbt
Just like the Desert Medium House #1, this Structure includes 2 Beds but only 1 Jigsaw Block can generate and only let the spawn of a single Villager, instead of 2 to match with the Beds number.
![]()
Another problem with this House is that it has an Underground Basement for the second Villager (A very cool idea) but when it's naturally generated it will be obstructed by Dirt, Stone or any kind of Block that will normally generate, this means that the Terrain Generation will override the Air that belongs in this Structure.
![]()
![]()
Solutions: First for the missing Jigsaw Block issue, just simply add that Block with the Villager spawning.
![]()
Second is that with the addition of a Villager here is necessary to make sure this Building generates untouched in the underground part to prevent suffocation, maybe adding some Structure Voids can prevent the generation of the natural terrain blocks, not very sure about this solution, since it seems like Jigsaw Blocks or Structure Blocks Generation always gets affected by the Natural Generation.
![]()
![]()
- Medium House #2
taiga_medium_house_2.nbt
Missing Torch in the upper Room, causing low levels of Light.
![]()
- Medium House #3
taiga_medium_house_3.nbt
Missing 2 Jigsaw Blocks with Villager spawning for both Beds.
![]()
Solution: Add the 2 Jigsaw Blocks that are missing close to each Bed.
![]()
- Medium House #4
taiga_medium_house_4.nbt
Missing 2 Jigsaw Blocks with Villager spawning for both Beds.
![]()
Solution: Add the 2 Jigsaw Blocks that are missing close to each Bed.
![]()
- Fisher Cottage
taiga_fisher_cottage_1.nbt
The Building is flooded with Water in the inside.
![]()
Solution: Remove all the Water, but only leave it in the space where it belongs.
![]()
- Library
taiga_library_1.nbt
Like the Savannah Library, this one has a Carpet that doesn't let the Librarian interact with the Lectern.
![]()
Solution: Remove the Carpet.
![]()
Consistency Issue: The external Decoration of the Cartographer's House seems to be the only one completed:
![]()
As you can see it has a Spruce Trapdoor under the Grass BlockBut this is not the case in the Library, making it look incomplete:
![]()
Solution: Just add the missing Trapdoors
![]()
- Weaponsmith #1
taiga_weaponsmith_1.nbt
Consistency Issue: Just like the Library it's missing the Trapdoors under the Grass Block Decoration.
![]()
Solution: Remove the top Torch and split it to the sides, at the top of the Grindstones and then add the missing Trapdoors.
![]()
- Shepherd's House
taiga_shepherds_house_1.nbt
Not only the Looms facing a wrong direction, but we also got more Carpet Issues... It seems like there's a Balcony that cross the Center of this Building with only a 2 High Space and it doesn't let the Shepherd Villager pathfind correctly.
![]()
Solutions: Replace the Carpet and the Spruce Planks underneath with Wool Blocks and update the Looms by just placing them again.
![]()
And those are all the Issues I found so far in all the Village Structures. I just added all the problems together to use this whole Thread as a definitive Solution to this group of little issues, hopefully is easy and comprehensive to understand for the Developers and hopefully all of these Issues gets fixed before the Official Release, Thanks.
This issue was introduced with the recent fix to a Bug that made Loom Blocks face to the wrong direction -
MC-137761
It seems like all the Shepherd Structures needs updating in the new Snapshots since are facing towards the opposite direction.
Plains
Savannah
Tundra
Desert
Taiga
The solution can be simply done by just break the current Loom Blocks and place them again in the most recent Snapshot, then save the Structure Files
This issue was introduced with the recent fix to a Bug that made Loom Blocks face to the wrong direction -
MC-137761
It seems like all the Shepherd Structures needs updating in the new Snapshots since are facing towards the opposite direction.
Plains
Savannah
Tundra
Desert
Taiga
The solution can be simply done by just break the current Loom Blocks and place them again in the most recent Snapshot, then save the Structure Files
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
h1. Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
h1. Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
(For Old Testing, above 19w14a Snpshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
(For Old Testing, above 19w14a Snapshots)I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
*But to Reproduce this issue you actually need to create a new Default World and locate the very first Village that generates close to your Spawn Point and you there's a high change that will appreciate this Issue happening, but like I said is randomized there's a small chance the Jigsaw Blocks might work properly in all the Houses, but is very rare to see that happen, in a good amount of Villages that I visited so far the Bed Number never match exactly with the amount of Villagers, so that's why I provided Seeds that Highlight more this Issue, but just to clarify is not a region or Seed specific thing, it takes globally any type of Village, even at Buffet/Super Flat Worlds. Overall affects any naturally generated Village Structure that has one or more Jigsaw Blocks set to spawn a Villager here, I believe that this issue doesn't affect Villager but any type of Entity that is set to be spawned by Jigsaw Blocks such as Iron Golems, Stray Cats, Animals (For Butcher Shops, Shepherd Houses and Animal Pens).*
h1.(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
*But to Reproduce this issue you actually need to create a new Default World and locate the very first Village that generates close to your Spawn Point and you there's a high change that will appreciate this Issue happening, but like I said is randomized there's a small chance the Jigsaw Blocks might work properly in all the Houses, but is very rare to see that happen, in a good amount of Villages that I visited so far the Bed Number never match exactly with the amount of Villagers, so that's why I provided Seeds that Highlight more this Issue, but just to clarify is not a region or Seed specific thing, it takes globally any type of Village, even at Buffet/Super Flat Worlds. Overall affects any naturally generated Village Structure that has one or more Jigsaw Blocks set to spawn a Villager here, I believe that this issue doesn't affect Villager but any type of Entity that is set to be spawned by Jigsaw Blocks such as Iron Golems, Stray Cats, Animals (For Butcher Shops, Shepherd Houses and Animal Pens).*
h1.(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
*But to Reproduce this issue you actually need to create a new Default World and locate the very first Village that generates close to your Spawn Point and you there's a high change that will appreciate this Issue happening, but like I said is randomized there's a small chance the Jigsaw Blocks might work properly in all the Houses, but is very rare to see that happen, in a good amount of Villages that I visited so far the Bed Number never match exactly with the amount of Villagers, so that's why I provided Seeds that Highlight more this Issue, but just to clarify is not a region or Seed specific thing, it takes globally any type of Village, even at Buffet/Super Flat Worlds. Overall affects any naturally generated Village Structure that has one or more Jigsaw Blocks set to spawn a Villager here, I believe that this issue doesn't affect Villager but any type of Entity that is set to be spawned by Jigsaw Blocks such as Iron Golems, Stray Cats, Animals (For Butcher Shops, Shepherd Houses and Animal Pens). *
(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
*But to Reproduce this issue you actually need to create a new Default World and locate the very first Village that generates close to your Spawn Point and you there's a high change that will appreciate this Issue happening, but like I said is randomized there's a small chance the Jigsaw Blocks might work properly in all the Houses, but is very rare to see that happen, in a good amount of Villages that I visited so far the Bed Number never match exactly with the amount of Villagers, so that's why I provided Seeds that Highlight more this Issue, but just to clarify is not a region or Seed specific thing, it takes globally any type of Village, even at Buffet/Super Flat Worlds. Overall affects any naturally generated Village Structure that has one or more Jigsaw Blocks set to spawn a Villager here, I believe that this issue doesn't affect Villager but any type of Entity that is set to be spawned by Jigsaw Blocks such as Iron Golems, Stray Cats, Animals (For Butcher Shops, Shepherd Houses and Animal Pens). *
(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
Note: This issue is not the same as the missing Jigsaw Blocks issue, here even if some Structures have Jigsaw Blocks it seems like is not spawning the Villagers correclty.
For some reasons it seems like Jigsaw Blocks are not respecting Villager Spawning, like the Villager spawning looks randomized accross all these Structures, in some Houses you will not find Villagers but later on in that same type of Building but in a different Village you can actually find those Villagers generating correctly.
- Example:
You first find a Desert Village with a "Small House #2", in this one a Villager spawned correctly from the Jigsaw Block, later on you visit another Desert Village that also has a "Small House #2" but here in this one it seems like no Villager spawned.And that's how Jigsaw Blocks are working currently, making it feel more randomized and inconsistent leaving a very negative output of find very low Rates of Villager Population.
Update:
As for the Snapshot 19w14a, the Village generation got changed again, meaning all the current Seeds and Coords I provided won't produce the same Structure Generation like before, so I will provide another Seed with the Location to the Village that leads to this issue happening again.
Desert Village
- Seed: -2510325218424375834
- Coords: -1456 ~ -2816
- Teleport Command: /tp @s -1456 ~ -2816
*Lot of houses empty, with no Villager natural generation*
But to Reproduce this issue you actually need to create a new Default World and locate the very first Village that generates close to your Spawn Point and you there's a high change that you will appreciate this Issue happening, but like I said is randomized there's a small chance the Jigsaw Blocks might work properly in all the Houses, but is very rare to see that happen, in a good amount of Villages that I visited so far the Bed Number never match exactly with the amount of Villagers, so that's why I provided Seeds that Highlight more this Issue, but just to clarify is not a region or Seed specific thing, it takes globally any type of Village, even at Buffet/Super Flat Worlds. Overall affects any naturally generated Village Structure that has one or more Jigsaw Blocks set to spawn a Villager here, I believe that this issue doesn't affect Villager but any type of Entity that is set to be spawned by Jigsaw Blocks such as Iron Golems, Stray Cats, Animals (For Butcher Shops, Shepherd Houses and Animal Pens).
(For Old Testing, above 19w14a Snapshots)
I will provide some Screenshots to describe more this Issue:
For personal testing here's the Seed and Coordinates:
Desert Village
- Seed: 546108167302606462
- Coords: -736 ~ -880
- Teleport Command: /tp @s -736 ~ -880
In this Seed, you will encounter with a Village that is set to spawn 9 Villagers, in the Structure Files all these Medium and Small Houses are saved with the Jigsaw Blocks that are set to spawn Desert Villagers.
First one is a Small House, no Villager here:
![]()
In the Structure, there's a Jigsaw Block with a Villager set to be spawned tho
![]()
Another one without a Villager
![]()
Jigsaw Block with a Villager spawning here
![]()
Even those 2 have their respective Jigsaw Blocks
![]()
![]()
The Result was that in a Village with 9 Structures that were supposed to generate with 9 Villagers, only 5 Spawned, the rest failed.
To confirm more this issue I even tried on a different Seed
For personal testing here's the Seed and Coordinates:
Plains Village
- Seed: -7583095904270334896
- Coords: -832 ~ 144
- Teleport Command: /tp @s -832 ~ 144
No Villagers sleeping here means no one spawned in this Structure:
(Even at Peaceful Mode, meaning no Zombies killed a Villager)
This issue only happens when a Ravager has a passenger, this applies also to Raids. Even when they spawn in a Raid they present this problem, but without a passenger or after you killed the passanger it will remain with the normal behavior and is going to attack players and Iron Golems again.
Ravager not approching or responding to the Iron Golem hits
But the AI works fine when there's no passengers
![]()
This also applies to Raids
With Passenger
Without Passenger
How to reproduce this issue:
First summon a Ravager with a passenger:
/summon minecraft:ravager ~ ~ ~ {Passengers:[{id:vindicator}]}
Next is summon an Iron Golem:
/summon minecraft:iron_golemThis issue only happens when a Ravager has a passenger, this applies also to Raids. Even when they spawn in a Raid they present this problem, but without a passenger or after you killed the passanger it will remain with the normal behavior and is going to attack players and Iron Golems again.
Ravager not approching or responding to the Iron Golem hits
But the AI works fine when there's no passengers
This also applies to Raids
How to reproduce this issue:
First summon a Ravager with a passenger:
{id:vindicator}
/summon minecraft:ravager ~ ~ ~ {Passengers:[]}
Next is summon an Iron Golem:
/summon minecraft:iron_golem
Ravagers sometimes gets stuck and dont't attack playersRavagers sometimes gets stuck and doesn't attack players
Ibelieve this issue happens when a Ravager can't pathfind to a Raid and their AI basically gets freezed, they stop moving, unless you push it, and it doesn't react or response to the player or other Mobs hits, naturally they won't approach the player as well.At the beginning of a Raid Wave this guy spawned close to this cliff that seems like interrupted it's Pathfinding, after a while I found it but wasn't even trying to dodge this obstacle or try to keep up with the other Raiders.
![]()
![]()
But the most strange part was that it wasn't trying to attack me:
![]()
![]()
And it didn't react to the Dogs attacking or the hits that I dealt to him:
![]()
![]()
At the end it finally managed to move and try to pathfind again, but still felt into the same problem of not avoid the obstacle or react to me or the Dogs attacking him.
![]()
But this doesn't happen all the time, when there's no obstacles it pathfinds correctly with the rest of the Raiders
![]()
There still some tweaks missing to the Ravagers AI/ Pathfinding, these guys seems like are currently the ones that present problems more frequentenly on Raids or any Enviroment
MC-144202.Edit: with the recent tests I have been doing on Raids once again I can confirm this problem can be reproduced in the newest versions, fortunately I figured out what’s happening and it’s not only limited to Ravagers AI, in the comments someone also provides a very useful clip to confirm this.
To begin with the Raiders can sometimes spawn far away from the Village, they share a common goal and this one seems to be relative coords to the Center point of the Village and its boundaries that said at the very beginning they focus more on rush to this point before they remain with their hostile behavior, when a Raid forces these guys to spawn in a cave for example, here in the inside they try to reach at least the Village boundaries before they attack back the players.A solution for this will be let the Raiders attack back if they get approached by the players while they’re trying to reach the Village limits, but even tho this seems like an obvious solution I suggest a more smart solution to compromise less the Raiders AI which btw it works fantastic outside of this problem.
First I think the spreading system for Raids should focus not only in x | z coordinates but make very strict exceptions when attempts to spawn the Raiders in low y coordinates in this case for Caves and the most annoying one Ravines (Most likely this seems to be the case to Ravines and Caves that has access to skylight since I have never seen a Raid wave spawning very deep below), so you fix 2 Issues at once you first prevent this behavior affects Raiders and it gets rid of the annoying search players have to do to find a Raid wave that spawned inside a Cave.believe this issue happens when a Ravager can't pathfind to a Raid and their AI basically gets freezed, they stop moving, unless you push it, and it doesn't react or response to the player or other Mobs hits, naturally they won't approach the player as well.
At the beginning of a Raid Wave this guy spawned close to this cliff that seems like interrupted it's Pathfinding, after a while I found it but wasn't even trying to dodge this obstacle or try to keep up with the other Raiders.
![]()
![]()
But the most strange part was that it wasn't trying to attack me:
![]()
![]()
And it didn't react to the Dogs attacking or the hits that I dealt to him:
![]()
![]()
At the end it finally managed to move and try to pathfind again, but still felt into the same problem of not avoid the obstacle or react to me or the Dogs attacking him.
![]()
But this doesn't happen all the time, when there's no obstacles it pathfinds correctly with the rest of the Raiders
![]()
There still some tweaks missing to the Ravagers AI/ Pathfinding, these guys seems like are currently the ones that present problems more frequentenly on Raids or any Enviroment
MC-144202.
Ravagerssometimesgetsstuckand doesn't attack playersRaiders won’t attack back players if they get stuck far away from the Village boundaries
Raiders won’t attackbackplayers if they get stuck far away from the Village boundariesRaiders won't attack players if they get stuck far away from the Village boundaries
Previously, Firework Rockets shot by Crossbows could explode anywhere, upon colliding with Blocks or Entities and the most common one, in the Air.
Currently it seems like only explode when the Rockets collide with Mobs, but outside of that it doesn't explode anywhere else unlike before.Previously, Firework Rockets shot by Crossbows could explode anywhere, upon colliding with Blocks or Entities and the most common one, in the Air.
Currently it seems like only explode when the Rockets collide with Mobs, but outside of that it doesn't explode anywhere else unlike before.Even tried to shoot a Tree, but nothing happened:
To reproduce this issue, you simply need to grab a Crossbow with some Fireworks that contains explosions and shoot them at Air.
Fisher Cottage Structure is not generating on Plains, Snowy, Savanna amd Taiga VillagesFisher Cottage Structure is not generating on Plains, Snowy, Savanna and Taiga Villages
The main problem of this Bug happens from an incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher", for example, the only Biome where you will find Fisher Cottage generating naturally is on Desert Biomes, this because
onlythe Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
![]()
taiga_fisher_cottage_1.nbt
![]()
snowy_fisher_cottage.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this will be save the Structures only with the "Fisher"
name just like the Desert Village to let these Structures generate naturally again.The main problem of this Bug happens from an incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
Fisher Cottage Structure is not generating on Plains,Snowy,Savanna and Taiga Villages
The main problem of this Bug happens from an incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_1.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_tool_smith_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Fisher Cottage Structureisnot generatingon Plains, Savanna and Taiga VillagesLot of Village Structures are not generating naturally despite having a Jigsaw Block
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_1.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_tool_smith_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_2.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_tool_smith_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_2.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_
tool_smith_1.nbt
savanna_
small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_2.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_2.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt
well_bottom.nbt
plains_small_house_8.nbt
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
Even with
MC-140759fixed and with all the new Structures from Villages not missing a connecting Jigsaw Block it seems like Village Generation is in front of another unknow Bug that from my experience doesn't share a Pattern to determinate the cause of said Problem.
At the beginning I thought it was due to some incorrect names in the Structure Files as it seems like names accross Village Structures from different Biomes are not sharing the same Technical name, for example the Fisher Cottages, currently all of them have a different name and 3 of 5 Fisher Cottages are not generating naturally anymore:Incorrect name in the Structure Files, previously it seems like this didn't happen since the valid name for this Structure was for example a Taiga Fisher Cottage:
taiga_fisher_cottage_1.nbt
But at some point it got changed to only accept the name of the Structure as "Fisher" or "Fisher_Cottage" without the number 1, for example, the only Biomes where you will find Fisher Cottage generating naturally is on Desert and Snowy Tundra Biomes, this because the Fisher Cottage for Desert Village is saved with this name:
desert_fisher_1.nbt
And the Fisher Cottage for Snowy Tundra is saved with a different name from the Desert Villages, but still can generate naturally without any problem, my guess is that the missing number 1 at the end (Something that the other Structures has on their name) still valid and let the Fisher Cottage generate on Snowy Villages:
snowy_fisher_cottage.nbt
And now I will display how the rest of the other Fisher Cottage Structures are saved and why are not generating naturally anymore:
taiga_fisher_cottage_1.nbt
savanna_fisher_cottage_1.nbt
plains_fisher_cottage_1.nbt
Solution for this, will be, save the Structures only with the "Fisher" name or match it with the Snowy Fisher Cottage by deleting the number 1 at the end of the name to let these Structures generate naturally again.
That was in fact my guess for this Issue, but after a lot, and lot of deep testing I found out not only Fisher Cottages are failing to generate naturally in some Villages, after check on
MC-147742I also realized the absence of the Plains Library #1.
plains_library_1.nbt
And the weird thing is that this Structure doesn't have an incorrect or different name from another Biome, (Ex: savanna_library_1.nbt).
And even the Library #2 (plains_library_2.nbt) which has a different number from the rest of Libraries accross the other Biomes can generate without any problem, meaning that the name is not a problem here in this Issue.
The only thing I can add is that it was possible before to find these Structures in previous Snapshots when they were first introduced.
I will list all the Structures that I cannot find naturally on Villages, I also want to ask any Feedback on this Issue since it's very hard to keep track on this.
I might be wrong and put an incorrect Structure that actually generates or I might forget about add one, anything is welcome so please let me know and I will try to Update this Issue as soon as Possible.
Keep in mind that to participate in the Feedback you need to be playing the most recent Pre-Release, because previously it was possible to find all these Structures when they were first introduced.
Plains Village
plains_library_1.nbt
plains_fisher_cottage_1.nbt After visit more than 24 Villages it was possible to find a single Fisher Cottage on Plains, but it seems like the generation it's very, very rare, I think is even impossible to find more than 1 of these Structures in a Village.
well_bottom.nbt
plains_small_house_8.nbt It was possible to find this Structure, but compared to other Small Houses it was very rare to find.
Savanna Village
savanna_shepherd_1.nbt
savanna_fisher_cottage_1.nbt
savanna_temple_1.nbt
savanna_small_farm.nbt
savanna_large_farm_2.nbt
Snowy Village
snowy_shepherds_house_1.nbt
snowy_small_house_4.nbt
snowy_medium_house_3.nbt
Taiga Village
taiga_fisher_cottage_1.nbt
Desert Village
desert_large_farm_1.nbt
The problem is that this Trade exist in the game but the chances to get it are very low.
So, why is this Trade very rare to find?
The reason is, the chances to find this Trade are 1 out of 33, because it's settled at the Expert level of the Mason Villagers and the current Java Edition Trading System has multiple inputs in some Levels, for example on Novice level a Farmer has a variety of Trades which are:• 20 Wheat for 1 Emerald
• 26 Potatoes for 1 Emerald
• 22 Carrots for 1 Emerald
• 15 Beetroot for 1 Emerald
• 1 Emerald for 6 BreadsThe system will choose 2 Trades for the Novice from these 5 Possibilities, those 2 have equal chances since are only 5 Individual Trades.
At Mason Expert Level there's only 3 Inputs for this Level, but here is the Issue.
In 2 Inputs the Mason is offering a random variety of Blocks.
• A Random Terracotta Block out of 16, for 1 Emerald
• A Random Glazed Terracotta of course out of 16 Blocks for 1 Emerald.
• 12 Nether Quartz for 1 EmeraldSo what happens is that the System takes these random Blocks as individual Inputs (Since it needs to sort a randomization) meaning that this Consist in 33 Possibilities, where the Quartz Trade is stuck against a dense majority of a same category Trade making it almost impossible to find this Trade on Expert Level, only letting the Luck decide in a Sea of very, very slow chances.
The solution for this is move this Quartz Trade to
ApprenticeLevel where it can compete in a more favorable Pool of Possibilities (1 out of 3) in this way making the Trade at least possible to see in a Vanilla World once.The problem is that this Trade exist in the game but the chances to get it are very low.
So, why is this Trade very rare to find?
The reason is, the chances to find this Trade are 1 out of 33, because it's settled at the Expert level of the Mason Villagers and the current Java Edition Trading System has multiple inputs in some Levels, for example on Novice level a Farmer has a variety of Trades which are:• 20 Wheat for 1 Emerald
• 26 Potatoes for 1 Emerald
• 22 Carrots for 1 Emerald
• 15 Beetroot for 1 Emerald
• 1 Emerald for 6 BreadsThe system will choose 2 Trades for the Novice from these 5 Possibilities, those 2 have equal chances since are only 5 Individual Trades.
At Mason Expert Level there's only 3 Inputs for this Level, but here is the Issue.
In 2 Inputs the Mason is offering a random variety of Blocks.
• A Random Terracotta Block out of 16, for 1 Emerald
• A Random Glazed Terracotta of course out of 16 Blocks for 1 Emerald.
• 12 Nether Quartz for 1 EmeraldSo what happens is that the System takes these random Blocks as individual Inputs (Since it needs to sort a randomization) meaning that this Consist in 33 Possibilities, where the Quartz Trade is stuck against a dense majority of a same category Trade making it almost impossible to find this Trade on Expert Level, only letting the Luck decide in a Sea of very, very slow chances.
The solution for this is move this Quartz Trade to Expert Level where it can compete in a more favorable Pool of Possibilities (1 out of 3) in this way making the Trade at least possible to see in a Vanilla World once.
Mason VillagerQuartz Tradehasavery lowWeigh making this Trade happen at extremely low rates(1/33)Expert level Mason Villager has very low chances of offering the Quartz Trade (1/33)
The problem is that this Trade exist in the game but the chances to get it are very low.
So, why is this Trade very rare to find?
The reason is, the chances to find this Trade are 1 out of 33, because it's settled at the Expert level of the Mason Villagers and the current Java Edition Trading System has multiple inputs in some Levels, for example on Novice level a Farmer has a variety of Trades which are:• 20 Wheat for 1 Emerald
• 26 Potatoes for 1 Emerald
• 22 Carrots for 1 Emerald
• 15 Beetroot for 1 Emerald
• 1 Emerald for 6 BreadsThe system will choose 2 Trades for the Novice from these 5 Possibilities, those 2 have equal chances since are only 5 Individual Trades.
At Mason Expert Level there's only 3 Inputs for this Level, but here is the Issue.
In 2 Inputs the Mason is offering a random variety of Blocks.
• A Random Terracotta Block out of 16, for 1 Emerald
• A Random Glazed Terracotta of course out of 16 Blocks for 1 Emerald.
• 12 Nether Quartz for 1 EmeraldSo what happens is that the System takes these random Blocks as individual Inputs (Since it needs to sort a randomization) meaning that this Consist in 33 Possibilities, where the Quartz Trade is stuck against a dense majority of a same category Trade making it almost impossible to find this Trade on Expert Level, only letting the Luck decide in a Sea of very, very slow chances.
The solution for this is move this Quartz Trade to
ExpertLevel where it can compete in a more favorable Pool of Possibilities (1 out of 3) in this way making the Trade at least possible to see in a Vanilla World once.The problem is that this Trade exist in the game but the chances to get it are very low.
So, why is this Trade very rare to find?
The reason is, the chances to find this Trade are 1 out of 33, because it's settled at the Expert level of the Mason Villagers and the current Java Edition Trading System has multiple inputs in some Levels, for example on Novice level a Farmer has a variety of Trades which are:• 20 Wheat for 1 Emerald
• 26 Potatoes for 1 Emerald
• 22 Carrots for 1 Emerald
• 15 Beetroot for 1 Emerald
• 1 Emerald for 6 BreadsThe system will choose 2 Trades for the Novice from these 5 Possibilities, those 2 have equal chances since are only 5 Individual Trades.
At Mason Expert Level there's only 3 Inputs for this Level, but here is the Issue.
In 2 Inputs the Mason is offering a random variety of Blocks.
• A Random Terracotta Block out of 16, for 1 Emerald
• A Random Glazed Terracotta of course out of 16 Blocks for 1 Emerald.
• 12 Nether Quartz for 1 EmeraldSo what happens is that the System takes these random Blocks as individual Inputs (Since it needs to sort a randomization) meaning that this Consist in 33 Possibilities, where the Quartz Trade is stuck against a dense majority of a same category Trade making it almost impossible to find this Trade on Expert Level, only letting the Luck decide in a Sea of very, very slow chances.
The solution for this is move this Quartz Trade to Master Level where it can compete in a more favorable Pool of Possibilities (1 out of 3) in this way making the Trade at least possible to see in a Vanilla World once.
I decided to upgrade a World from 1.14, this World has gone trough different Snasphot during the Development Stage, at the end none of those Snapshots gave me a major problem like this one that just happened recently in this 1.14.1 Pre-Release.
At first I noticed the Villagers not even attemping at Pathfind to their Work Station, since I upgraded the World during Nightime they were sleeping, so they could re
nember their Home Memory, later on I decided to check their Memories with the /data Command. I noticed they lost any Memory, I also noticed some Villagers having Babies, a hint that some Villagers couldn't even renember their Bed Coordinates so basically these Beds were not claimed and the other Villager could have Babies without any problem, previously they just attemped to have Babies but failed since there was no more Beds for Babies.You can see only keeps the Home Memory
![]()
And this one showed up since it was previously sleeping, otherwise it would have a Blank Memory.But notice other things like Gossip
,Trades stil intact, in this Villager for example
![]()
![]()
I decided to upgrade a World from 1.14, this World has gone trough different Snasphot during the Development Stage, at the end none of those Snapshots gave me a major problem like this one that just happened recently in this 1.14.1 Pre-Release.
At first I noticed the Villagers not even attemping at Pathfind to their Work Station, since I upgraded the World during Nightime they were sleeping, so they could remember their Home Memory, later on I decided to check their Memories with the /data Command. I noticed they lost any Memory, I also noticed some Villagers having Babies, a hint that some Villagers couldn't even renember their Bed Coordinates so basically these Beds were not claimed and the other Villager could have Babies without any problem, previously they just attemped to have Babies but failed since there was no more Beds for Babies.
You can see only keeps the Home Memory
![]()
And this one showed up since it was previously sleeping, otherwise it would have a Blank Memory.But notice other things like Gossip and Trades still intact, in this Villager for example
![]()
![]()
Upgrading Worlds to 1.14.1 Pre-Release1causes Villagers from previous versions to lose their Brain MemoriesUpgrading Worlds to 1.14.1 Pre-Releases causes Villagers from previous versions to lose their Brain Memories
I decided to upgrade a World from 1.14, this World has gone trough different Sna
sphot during the Development Stage, at the end none of those Snapshots gave me a major problem like this one that just happened recently in this 1.14.1 Pre-Release.At first I noticed the Villagers not even attemping at Pathfind to their Work Station, since I upgraded the World during Nightime they were sleeping, so they could remember their Home Memory, later on I decided to check their Memories with the /data Command. I noticed they lost any Memory, I also noticed some Villagers having Babies, a hint that some Villagers couldn't even re
nember their Bed Coordinates so basically these Beds were not claimed and the other Villager could have Babies without any problem, previously they just attemped to have Babies but failed since there was no more Beds for Babies.You can see only keeps the Home Memory
![]()
And this one showed up since it was previously sleeping, otherwise it would have a Blank Memory.But notice other things like Gossip and Trades still intact, in this Villager for example
![]()
![]()
I decided to upgrade a World from 1.14, this World has gone trough different Snapshot during the Development Stage, at the end none of those Snapshots gave me a major problem like this one that just happened recently in this 1.14.1 Pre-Release 1.
At first I noticed the Villagers not even attemping at Pathfind to their Work Station, since I upgraded the World during Nightime they were sleeping, so they could remember their Home Memory, later on I decided to check their Memories with the /data Command. I noticed they lost any Memory, I also noticed some Villagers having Babies, a hint that some Villagers couldn't even remember their Bed Coordinates so basically these Beds were not claimed and the other Villager could have Babies without any problem, previously they just attemped to have Babies but failed since there was no more Beds for Babies.
You can see only keeps the Home Memory
![]()
And this one showed up since it was previously sleeping, otherwise it would have a Blank Memory.But notice other things like Gossip and Trades still intact, in this Villager for example
![]()
![]()
This includes Beds, Work Stations and Bells. Some Villager are not going to struggle Pathfinding towards a Point of Interest.
Another thing I noticed along with this Issues is that Villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a Game Breaking problem for Big Villages, where previously Villagers had no problem traveling a good amount of Blocks to reach their POI.
Only these 2 Villagers went to the Meeting Point
Besides that, as you can see they are not trying to Pathfind to a Bed, there's a lot of free Beds around this Village
More examples of this:
![]()
This Villager is even very, very close to a Bed
![]()
This one as well, as you can see the Bed is free
![]()
![]()
They remained like this the whole Night, I had to set the Difficulty to Peaceful in order to prevent Zombies killing them.
![]()
Until the Morning
![]()
This Issue also causes Villagers to lose their Professions
Remember the Fletcher that was not sleeping?
![]()
Here's nowAs you can see, the Fletcher House is not very far away and it's not getting the Fletcher Profession back, there's not even attemps to Pahtfind towards a Free Work
Proffesion, prior to 1.14 their Behavior was different and better at the moment they were looking for a POI
![]()
This includes Beds, Work Stations and Bells. Some Villager are not going to struggle Pathfinding towards a Point of Interest.
Another thing I noticed along with this Issues is that Villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a Game Breaking problem for Big Villages, where previously Villagers had no problem traveling a good amount of Blocks to reach their POI.
Only these 2 Villagers went to the Meeting Point
Besides that, as you can see they are not trying to Pathfind to a Bed, there's a lot of free Beds around this Village
More examples of this:
![]()
This Villager is even very, very close to a Bed
![]()
This one as well, as you can see the Bed is free
![]()
![]()
They remained like this the whole Night, I had to set the Difficulty to Peaceful in order to prevent Zombies killing them.
![]()
Until the Morning
![]()
This Issue also causes Villagers to lose their Professions
Remember the Fletcher that was not sleeping?
![]()
Here's nowAs you can see, the Fletcher House is not very far away and it's not getting the Fletcher Profession back, there's not even attemps to Pahtfind towards a Free Work Station, prior to 1.14 their Behavior was different and better at the moment they were looking for a POI
![]()
This includes beds, work stations and bells. Some villager are not going to struggle pathfinding towards a point of interest.
Very Important Update on this Issue
The Bug still remain up to this Date in 1.14.3, but there's a very important observation I noticed in a Village on a Survival World, the thing is that thanks to this Issue lot of Villagers were not able to reach a Bed during Night and around 5 died, with 4 remaining Villagers that could barely reach their POI I was able to breed them but something very interesting I noticed was that after a good time the Baby Villagers grew up and got a Profession, for my surprise these Villagers handled a way more better AI, overall they could Pathfind significantly better to the Meeting Points, Work Stations and Beds. BUT! This doesn't mean this Issue still present here, the Wander Schedule is very conflicting with the short Range of the Villagers, I notice them in the Mornings walking far and then when it's Work Time they just remain stuck because they lose track of the Work Station, this can be fixed if Villagers gets the Detection Range back to how it was in 1.14 and make the naturally generated Villager have this better AI from beginning because it's annoying being forced to Breed a new Generation of Villagers, currently all of the Naturally Generated Villagers are dead, yes the remaining 4 eventually died because they also seem to don't care for fall damage or they Wander outskirts of the Village very far away, but even the new Generation of Villagers still struggle with these problems but it's noticed less since the improve on the AI patches these inconsistencies a little bit more.
Another thing I noticed along with this issues is that villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a game breaking problem for big villages, where previously villagers had no problem traveling a good amount of blocks to reach their POI.
Only these 2 villagers went to the meeting point
Besides that, as you can see they are not trying to pathfind to a bed, there's a lot of free beds around this village
More examples of this
This villager is even very, very close to a bed
This one as well, as you can see the bed is free
They remained like this the whole night, I had to set the difficulty to peaceful in order to prevent zombies killing them.
This issue also causes villagers to lose their professions
Remember the fletcher that was not sleeping?
Here's nowAs you can see, the fletcher house is not very far away and it's not getting the fletcher profession back, there's not even attempts to pathfind towards a free work station, prior to 1.14 their behavior was different and better at the moment they were looking for a POI
This includes beds, work stations and bells. Some villager are not going to struggle pathfinding towards a point of interest.
Very Important Update on this Issue
The Bug still remain up to this Date in 1.14.3, but there's a very important observation I noticed in a Village on a Survival World, the thing is that thanks to this Issue lot of Villagers were not able to reach a Bed during Night and around 5 died, with 4 remaining Villagers that could barely reach their POI I was able to breed them but something very interesting I noticed was that after a good time the Baby Villagers grew up and got a Profession, for my surprise these Villagers handled a way more better AI, overall they could Pathfind significantly better to the Meeting Points, Work Stations and Beds. BUT! This doesn't mean this Issue
stillpresent here, the Wander Schedule is very conflicting with the short Range of the Villagers, I notice them in the Mornings walking far and then when it's Work Time they just remain stuck because they lose track of the Work Station, this can be fixed if Villagers gets the Detection Range back to how it was in 1.14 and make the naturally generated Villager have this better AI from beginning because it's annoying being forced to Breed a new Generation of Villagers, currently all of the Naturally Generated Villagers are dead, yes the remaining 4 eventually died because they also seem to don't care for fall damage or they Wander outskirts of the Village very far away, but even the new Generation of Villagers still struggle with these problems but it's noticed less since the improve on the AI patches these inconsistencies a little bit more.Another thing I noticed along with this issues is that villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a game breaking problem for big villages, where previously villagers had no problem traveling a good amount of blocks to reach their POI.
Only these 2 villagers went to the meeting point
Besides that, as you can see they are not trying to pathfind to a bed, there's a lot of free beds around this village
More examples of this
This villager is even very, very close to a bed
This one as well, as you can see the bed is free
They remained like this the whole night, I had to set the difficulty to peaceful in order to prevent zombies killing them.
This issue also causes villagers to lose their professions
Remember the fletcher that was not sleeping?
Here's nowAs you can see, the fletcher house is not very far away and it's not getting the fletcher profession back, there's not even attempts to pathfind towards a free work station, prior to 1.14 their behavior was different and better at the moment they were looking for a POI
This includes beds, work stations and bells. Some villager are not going to struggle pathfinding towards a point of interest.
Very Important Update on this Issue
The Bug still remain up to this Date in 1.14.3, but there's a very important observation I noticed in a Village on a Survival World, the thing is that thanks to this Issue lot of Villagers were not able to reach a Bed during Night and around 5 died, with 4 remaining Villagers that could barely reach their POI I was able to breed them but something very interesting I noticed was that after a good time the Baby Villagers grew up and got a Profession, for my surprise these Villagers handled a way more better AI, overall they could Pathfind significantly better to the Meeting Points, Work Stations and Beds. BUT! This doesn't mean this Issue was not present here, the Wander Schedule is very conflicting with the short Range of the Villagers, I notice them in the Mornings walking far and then when it's Work Time they just remain stuck because they lose track of the Work Station, this can be fixed if Villagers gets the Detection Range back to how it was in 1.14 and make the naturally generated Villager have this better AI from beginning because it's annoying being forced to Breed a new Generation of Villagers, currently all of the Naturally Generated Villagers are dead, yes the remaining 4 eventually died because they also seem to don't care for fall damage or they Wander outskirts of the Village very far away, but even the new Generation of Villagers still struggle with these problems but it's noticed less since the improve on the AI patches these inconsistencies a little bit more.
Another thing I noticed along with this issues is that villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a game breaking problem for big villages, where previously villagers had no problem traveling a good amount of blocks to reach their POI.
Only these 2 villagers went to the meeting point
Besides that, as you can see they are not trying to pathfind to a bed, there's a lot of free beds around this village
More examples of this
This villager is even very, very close to a bed
This one as well, as you can see the bed is free
They remained like this the whole night, I had to set the difficulty to peaceful in order to prevent zombies killing them.
This issue also causes villagers to lose their professions
Remember the fletcher that was not sleeping?
Here's nowAs you can see, the fletcher house is not very far away and it's not getting the fletcher profession back, there's not even attempts to pathfind towards a free work station, prior to 1.14 their behavior was different and better at the moment they were looking for a POI
Update
- As for 1.14.4 Pre-Release 2
This problem was marked as fixed, unfortunately it seems to be only fixed in a 50% since pre-generated villagers (Those ones that generate naturally from the jigsaw blocks on villages) still suffer a bad pathfinding, compared to villagers generated from spawn eggs or from breeding, from my recent tests the always buggy behavior that was present ever since the first 1.14.1 snapshot remains here, the new generated villagers (From spawn eggs, summon commands and natural breeding) have a lot less of problems detecting the POIs and they have a wide detection range. Overall for survival players the problem still very visible, specially in freshly generated villages where it can take up to 2-3 in game days to see a villager take a profession along with the frequent deaths due to the lack of detection for beds or meeting points.
Here's 2 pictures that I attached to the Comments recently:
This includes beds, work stations and bells. Some villager are not going to struggle pathfinding towards a point of interest.
Very Important Update on this Issue
The Bug still remain up to this Date in 1.14.3, but there's a very important observation I noticed in a Village on a Survival World, the thing is that thanks to this Issue lot of Villagers were not able to reach a Bed during Night and around 5 died, with 4 remaining Villagers that could barely reach their POI I was able to breed them but something very interesting I noticed was that after a good time the Baby Villagers grew up and got a Profession, for my surprise these Villagers handled a way more better AI, overall they could Pathfind significantly better to the Meeting Points, Work Stations and Beds. BUT! This doesn't mean this Issue was not present here, the Wander Schedule is very conflicting with the short Range of the Villagers, I notice them in the Mornings walking far and then when it's Work Time they just remain stuck because they lose track of the Work Station, this can be fixed if Villagers gets the Detection Range back to how it was in 1.14 and make the naturally generated Villager have this better AI from beginning because it's annoying being forced to Breed a new Generation of Villagers, currently all of the Naturally Generated Villagers are dead, yes the remaining 4 eventually died because they also seem to don't care for fall damage or they Wander outskirts of the Village very far away, but even the new Generation of Villagers still struggle with these problems but it's noticed less since the improve on the AI patches these inconsistencies a little bit more.
Another thing I noticed along with this issues is that villagers have a lot less range of detection for their POI, compared to 1.14 they have a more short range, this comes to be a game breaking problem for big villages, where previously villagers had no problem traveling a good amount of blocks to reach their POI.
Only these 2 villagers went to the meeting point
Besides that, as you can see they are not trying to pathfind to a bed, there's a lot of free beds around this village
More examples of this
This villager is even very, very close to a bed
This one as well, as you can see the bed is free
They remained like this the whole night, I had to set the difficulty to peaceful in order to prevent zombies killing them.
This issue also causes villagers to lose their professions
Remember the fletcher that was not sleeping?
Here's nowAs you can see, the fletcher house is not very far away and it's not getting the fletcher profession back, there's not even attempts to pathfind towards a free work station, prior to 1.14 their behavior was different and better at the moment they were looking for a POI
Villagers are not pathfinding towards their POI; POI detection range is too smallNaturally generated villagers are not pathfinding towards their POI; POI detection range is too small
Naturally generated villagers are not pathfinding towards their POI; POI detection range is too smallVillagers are not pathfinding towards their POI; POI detection range is too small
I started a new Survival World with the recent release of 1.14.1. After a couple of In-Game days I moved on close to a Taiga Village in a Mega Taiga Biome where I started to encounter with multiple Illager Patrols, they seem to commonly Pa
htfind close to my House since the Taiga Biome is just 50 blocks away, they come frequently from that side.So focusing on this, after kill 5 Illager Patrols Captains I found a weird Pattern in these Patrols. First off I found close to my Spawn Point a Pillager Outpost, a couple of times I went close to that place resulting in lot of Pillagers following my back since they seem to have a very wide detection range. Now the problem is that this logic doesn't apply to a Pillager that spawns inside an Illager Patrol, being both Pillagers and Vindicators these 2 Mobs can detect me from a normal distance but they only focus on the Player without moving or show any sign of try to approach me, unlike the Behavior that you will find in a Pillager Outpost or a Woodland Mansion that in the exact moment they see a Player they start Pathfinding towards them.
I took some Screenshots from my Survival World to display how this is happening.
Here I was fishing when I got surprised, when I turned my back I found out these Mobs were only staring at me and not reacting or trying to reach me.
![]()
I tried to get closer and still the same Behavior
![]()
Until I got close enough to make them react, notice how here the Pillagers started charging their Crossbows and not previously, even when they could detect me thanks to their wide Range
![]()
Casually, it didn't took me a lot of time to find another Illager Patrol close to my Home and here I approached to take more time testing their AI
Notice here that my Game is not freezing or anything, it's runing regular. This is the average of FPS for me without Optifine.
![]()
Trying to move around in different directions, they still focusing on me but there's no sign of try to get closer and attack me.
In this side the Pillager is very close to me and it's not even charging it's weapon, I can't tell how close I am, but from my guess I am like 11 Blocks away from it.
- I moved just 1 Block, see the Coordinate Z: 43 now
And this was enough to trigger the Pillager and make it get closer to 6 Blocks from me letting it approach me while is charging the Crossbow
![]()
Here for example, only one is attacking me, the other Pillager is not getting closer or charging the Crossbow
![]()
I had to get less than 10 Blocks close
![]()
But, there's another interesting observation that I found. Upon triggering their AI by getting very close they will remain the normal Behavior and will try to approach a Player like they were supposed to do in first place.
Here are some Screenshot from previous Patrols that shows thisIn this one, as you can see the 3 Pillagers are running towards me
![]()
Here too, I was getting far away from this Vindicator but it didn't stop chasing me, even from the 10 Blocks that didn't trigger the AI previously to just try to approach me
![]()
I started a new Survival World with the recent release of 1.14.1. After a couple of In-Game days I moved on close to a Taiga Village in a Mega Taiga Biome where I started to encounter with multiple Illager Patrols, they seem to commonly Pathfind close to my House since the Taiga Biome is just 50 blocks away, they come frequently from that side.
So focusing on this, after kill 5 Illager Patrols Captains I found a weird Pattern in these Patrols. First off I found close to my Spawn Point a Pillager Outpost, a couple of times I went close to that place resulting in lot of Pillagers following my back since they seem to have a very wide detection range. Now the problem is that this logic doesn't apply to a Pillager that spawns inside an Illager Patrol, being both Pillagers and Vindicators these 2 Mobs can detect me from a normal distance but they only focus on the Player without moving or show any sign of try to approach me, unlike the Behavior that you will find in a Pillager Outpost or a Woodland Mansion that in the exact moment they see a Player they start Pathfinding towards them.
I took some Screenshots from my Survival World to display how this is happening.
Here I was fishing when I got surprised, when I turned my back I found out these Mobs were only staring at me and not reacting or trying to reach me.
![]()
I tried to get closer and still the same Behavior
![]()
Until I got close enough to make them react, notice how here the Pillagers started charging their Crossbows and not previously, even when they could detect me thanks to their wide Range
![]()
Casually, it didn't took me a lot of time to find another Illager Patrol close to my Home and here I approached to take more time testing their AI
Notice here that my Game is not freezing or anything, it's runing regular. This is the average of FPS for me without Optifine.
![]()
Trying to move around in different directions, they still focusing on me but there's no sign of try to get closer and attack me.
In this side the Pillager is very close to me and it's not even charging it's weapon, I can't tell how close I am, but from my guess I am like 11 Blocks away from it.
- I moved just 1 Block, see the Coordinate Z: 43 now
And this was enough to trigger the Pillager and make it get closer to 6 Blocks from me letting it approach me while is charging the Crossbow
![]()
Here for example, only one is attacking me, the other Pillager is not getting closer or charging the Crossbow
![]()
I had to get less than 10 Blocks close
![]()
But, there's another interesting observation that I found. Upon triggering their AI by getting very close they will remain the normal Behavior and will try to approach a Player like they were supposed to do in first place.
Here are some Screenshot from previous Patrols that shows thisIn this one, as you can see the 3 Pillagers are running towards me
![]()
Here too, I was getting far away from this Vindicator but it didn't stop chasing me, even from the 10 Blocks that didn't trigger the AI previously to just try to approach me
![]()
This issue was marked as fixed in a previous Ticket, unfortunately it seems to be only fixed in a 50% since pre-generated villagers (Those ones that generate naturally from the jigsaw blocks on villages) still suffer a bad pathfinding, compared to villagers generated from spawn eggs or from breeding, from my recent tests the always buggy behavior that was present ever since the first 1.14.1 snapshot remains here, the new generated villagers (From spawn eggs, summon commands and natural breeding) have a lot less of problems detecting the POIs and they have a wide detection range. Overall for survival players the problem still very visible, specially in freshly generated villages where it can take up to 2-3 in game days to see a villager take a profession along with the frequent deaths due to the lack of detection for beds or meeting points.
As you can see, currently using the first 1.15 Snapshot
![]()
It seems like it doesn't reach the door, more like these villagers pathfind straight up using the close path.
![]()
An interesting observation that I noticed is that this issue is not present in every Villager, there's some villagers that can access to their POI with no problem, probably due to how the Doors are facing, I believe this can be a factor as these naturally generated villagers do pathfind using the closest alternative even if this is blocked.
More examples
Previous Ticket
MC-151376This issue was marked as fixed in a previous Ticket, unfortunately it seems to be only fixed in a 50% since pre-generated villagers (Those ones that generate naturally from the jigsaw blocks on villages) still suffer a bad pathfinding, compared to villagers generated from spawn eggs or from breeding, from my recent tests the always buggy behavior that was present ever since the first 1.14.1 snapshot remains here, the new generated villagers (From spawn eggs, summon commands and natural breeding) have a lot less of problems detecting the POIs and they have a wide detection range. Overall for survival players the problem still very visible, specially in freshly generated villages where it can take up to 2-3 in game days to see a villager take a profession along with the frequent deaths due to the lack of detection for beds or meeting points.
As you can see, currently using the first 1.15 Snapshot
![]()
It seems like it doesn't reach the door, more like these villagers pathfind straight up using the close path.
![]()
An interesting observation that I noticed is that this issue is not present in every Villager, there's some villagers that can access to their POI with no problem, probably due to how the Doors are facing, I believe this can be a factor as these naturally generated villagers do pathfind using the closest alternative even if this is blocked.
More examples
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, but with the recent rendering changes to Tridents it leads to some inconsistencies related to the the trident model.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
![]()
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, but with the recent rendering changes to Tridents it leads to some inconsistencies related to the the trident model.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
![]()
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, but with the recent rendering changes to Tridents it leads to some inconsistencies related to the the trident model.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
![]()
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to game, some of these leading to inconsistencies related to the trident model.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
![]()
And the vanilla model still overrides the one given by this texture pack.
![]()
For personal testing, here is the Texture Pack:
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to the game, some of these leading to inconsistencies related to the trident model.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
![]()
And the vanilla model still overrides the one given by this texture pack.
![]()
For personal testing, here is the Texture Pack:
Using a 3D resource pack in 1.15 snapshots.
Using a 3D resource pack
in1.15 snapshots.Using a 3D resource pack from 1.15 to 1.16 snapshots.
Using a 3D
resource pack from 1.15to 1.16 snapshots.Using a 3D texture pack from 1.15 Snapshots to 1.16 Pre-Release versions
Using a 3D texture pack from 1.15 Snapshots to 1.16
Pre-Releaseversions
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to the game, some of these leading to inconsistencies related to the trident
model.These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
And the vanilla model still overrides the one given by this texture pack.
For personal testing, here is the Texture Pack:
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to the game, some of these leading to inconsistencies related to the trident
Steps to Reproduce
- Download and activate the following resource pack: 3D Trident.zip
- Equip a Trident and look it in third person view
->The Trident is not rendered in the correct position despite having the correct display values on the Model file (JSON)
- But is not only a display issue since this Trident resource pack is supposed to change its model as well, you can check this too by taking a close look at the model in game (In third person view) and compare it to the attached images I shared in this Ticket
->The game is not respecting the custom Trident model file, it just overrides this one with the default model in the Vanilla texture pack.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
And the vanilla model still overrides the one given by this texture pack.
For personal testing, here is the Texture Pack:
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to the game, some of these leading to inconsistencies related to the trident
Steps to Reproduce
- Download and activate the following resource pack: 3D Trident.zip
- Equip a Trident and look it in third person view
->The Trident is not rendered in the correct position despite having the correct display values on the Model file (JSON)
- But is not only a display issue since this Trident resource pack is supposed to change its model as well, you can check this too by taking a close look at the model in game (In third person view) and compare it to the attached images I shared in this Ticket
->The game is not re
specting the custom Trident model file, it just overrides this one with the default model in the Vanilla texture pack.These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
And the vanilla model still overrides the one given by this texture pack.
For personal testing, here is the Texture Pack:
In this 3D Texture Pack the "display" property in the JSON file is slightly different from the default one in vanilla Minecraft, it was displaying fine in most of the 1.15 snapshots until the recent rendering changes to Tridents came to the game, some of these leading to inconsistencies related to the trident
Steps to Reproduce
- Download and activate the following resource pack: 3D Trident.zip
- Equip a Trident and look it in third person view
->The Trident is not rendered in the correct position despite having the correct display values on the Model file (JSON)
- But is not only a display issue since this Trident resource pack is supposed to change its model as well, you can check this too by taking a close look at the model in game (In third person view) and compare it to the attached images I shared in this Ticket
->The game is not rendering the custom Trident model file, it just overrides this one with the default model in the Vanilla texture pack.
These are the values that the Trident model has for the custom display in the texture pack.
This affects both third & first person view
But not only the display has problems, this includes the model as well.
As you can see the model for this texture pack is quite different
And the vanilla model still overrides the one given by this texture pack.
For personal testing, here is the Texture Pack:
Regarding the recent changes to bees they seem like are not taking pollen from tall flowers anymore, Bees can still pathfind sometimes to these flowers but they can't take the pollen, also seems like in most cases they pathfind only to the bottom meaning it's impossible for bees to reach the top of a sunflower where the pollen is suposed to be.
The subtitles hints this behavior by confirming that bees can't gather the pollen from tall flowers
As you can see bees play the "Bee buzzes happily" sound and subtitle when they are getting pollen.
Regarding the recent changes to bees they seem like are not taking pollen from tall flowers anymore, Bees can still pathfind sometimes to these flowers but they can't take the pollen, also seems like in most cases they pathfind only to the bottom meaning it's impossible for bees to reach the top of a sunflower where the pollen is suposed to be.
The subtitles hints this behavior by confirming that bees can't gather the pollen from tall flowers
As you can see bees play the "Bee buzzes happily" sound and subtitle when they are getting pollen.
Specifically this issue affects the "Fluid" that these models have, not only Potions but anything that has a fluid on the inside of the 3D models, examples are:
-Honey Bottle
-Experience Bottle
-Dragon's BreathThe only models that has no problem is the Glass Bottle, since it's empty on the inside.
Like the title suggest, this rendering problem is only present in the GUI display, outside of this the models are displayed correctly.
Potion held by a Wandering Trader
![]()
Placed on an Item Frame & first person view
![]()
Side note: the model transparency seems to have z-fightning issues as well, something that wasn't present on previous Snapshots.
![]()
Still pretty hard to tell from this Screenshot, I attached the Texture Pack anyways for personal testing.
3D Potions.zip![]()































































































































































I am actually doing a Taiga Village/Seed Hunting and so far I noticed that in more than 25 Villages I never found a single Armorer's House or a Cartographer's House, also noticed how common are the Weaponsmith structures, guess is related to a Duplicated File issue.
Can confirm Cartographer's and Armorer Houses are fixed for 19w04 as they now got updated to have the Jigsaw Block that was missing before.
This happens very, very frequently in Savanna Villages, since most the Houses are based with no Corners Villagers gets stuck there trying to reach their Beds even if the Door is close to them.
I think you should have left the Issue with the first Title
"Pillagers shooting at nothing in the Center of a Village" because now it happens that there's a similar but different issue and this one is closed but I believe is not exactly a Duplicate since this is the very first time I see this problem, after 19w13b. And the other issue is a different pattern of AI problem so what you saw when you Updated this issue "I also reproduced this again, but the Pillagers were shooting at nothing near a Villager..." was probably
MC-137506happening and not the same issue that you reported here, maybe consider open a different issue but focused to fix this recent problem that only happens with the Center of a Village.This relates to
MC-146722andMC-146674With
MC-139706fixed recently is safe to also test if these Structures can at least generate on Flat Snowy Worlds.From my wide experiencie so far in Super Flat, Buffet and Default Worlds I never encountered with:
• Plains Library #1 (The Big one)
• Plains Fisher Cottage
• Plains Large Farm
• Savanna Shepherd House
• Savanna Fisher Cottage
• Savanna Fletcher House
• Savanna Temple #1
• Savanna Small Farm
• Savanna Large Farm #2
• Taiga Fisher Cottage
• Snowy Shepherd House
I only was able to appreciate these Builds generating in the very first Snapshots where they were first introduced.
But this Issue is massive, someone has to report it before this Update gets released, it's giving a very inconsistent output of Professions around these Villages, I don't know if the Mods will close my Issue if I change the Fisherman Cottage Issue
MC-147989, to a wide a more General Topic. It will match like you and might count as a Duplicate, even tho there's more information.Not only that but this type of Issue is very hard to report, since you have to travel amd explore lots of Village to confirm the Missing Structures and not only that but you might also forget to report some Structures, the most hard ones are from the Zombie Villages, since are even more rare, to complete this report is needed all the Feedback from other Reporters.
So it seems like some Structures are way more rare to find, doesn't feel consistent, like this was a rarity game. Last time I was checking to Update my Issue there was a lot of Structures that took me lot of time to find and I almost added them to my List, hope it gets fixed, currently you will find the Village Generation way too standarized, the one that is currrently suffering this a lot are Savanna Villages, where you will find commonly Cartographer's Houses, Temple #2, Library, Tennery, Large Farm #1, Butcher Shops both #1 and #2. Rare to find: Armorer House, Fletcher House, Tool Smith and impossible to find so far are Temple #1, Fisher Cottage, Shepherd House, Small Farm and Large Farm #2.
Hi! Thanks for update me on this, I also noticed the Villager generation on the Meeting Points since Pre-Release 1 and I figured out that this low-key patches the problem with the low population rates due to the way Jigsaw Blocks works, again thanks a lot for look into this problem and provide a good solution, currently is working fine and it doesn't feel like this Issue is happening anymore.
By the way, I have a side question: Does this Jigsaw Block behavior applies to Village Structures, because currently there are some Structures that you will find more rarely than others and some are not even generating naturally anymore, for this check:
MC-147989Hi, thanks for take a moment to check on this Issue. To start I had no Idea the Village Structure generation rate was conditioned by weights, that explains my observations in some Houses being way more common than others, hopefully the balance you did comes right in hand to at least be able to see these Structures once in a Vanilla World.
Finally assigned! Hopefully gets fixed for 1.14.1
I was waiting for so long to see this Issue catching the attention of Mojang, specially in this Update where you can find it more commonly with Illagers and Villagers.
Hopefully
MC-96319gets squashed too, it's another Bug that can be reproduced more commonly in this Update.I also hope this fix indirectly the obstruction issue that happens in Villagers and of course in other Mobs where they don't count Bamboo, Lanterns and Flower Pots as obstructions, making them try to Pathfind directly through these Blocks resulting in see Mobs often get stuck instead of Pathfind around these Blocks.
I found this when I tried to make a Jungle Village close to a Bamboo Forest and when the Villagers started the "Wander" Schedule they often get stuck around the Bamboo (Most of the times is just 1 Bamboo in front of them what causes the problem), same for Golems, Zombies or any kind of Mob and since I noticed the Reporter of this Issue added a Picture with Bamboo so it might be a double Fix (Hopefully).
MC-96319is also getting fixed. And this Issue is directly the problem with Mobs Pathfind not regarding some Blocks as obstructions (Bamboo, Lanterns, Flower Pots, Mob Heads, End Rods, etc.)Thankfully both Bugs that raised in this Update due to how common are getting reproduced are finally fixed after Months/Years. Kudos on Henrik for the fix of these Issues.
That Issue seems to be related to the Door Problem in 1.14.1 Pre-Release 1.
MC-151097Bug that was fixed on this Version. This one on the other hand can be reproduced in open areas without Doors, for example in Meeting Points, Villagers are not Pathfinding towards these Places anymore.Very rarely you will see a Villager getting close to this POI
Interesting observation with the Wall. I am aware of some Villagers keeping outside sometimes, in 1.14 Mojang needed to make 4-2 Villagers generate in each Meeting Point to prevent low population outputs of Villagers, but previously in 1.14 these Villagers without Bed at least tried to Pathfind around the Village in a search of a Bed, now even Villagers with an assigned Bed can't even detect their Home, this problem can be reproduced often in the early Morning, when a Villager has a Wander Schedule, here they will wander outskirts of the Village and after that some will not return to their Homes. Like I said in 1.14 they tried to locate back their Home/Work Stations this because:
1) They had a much wide detection range, I don't know if Mojang decided to cut this due to Optimizations. Hopefully not because this problem is contradictory to how they currently Interact, with the Wander mechanic they seem to travel lot of blocks aimless around the Village.
2) The Issue that I am highlighting, they are not Pathfinding correctly even when they are very close to their POI, like you also displayed with the Wall Example, currently the Pathfinding for their POI also has Problems.
3) The Mechanic to reach a POI is definitely not the same since now Villagers instead of walk around in the Search of a POI they remain stuck in the same place.
No, since this Issue seems to happen upon upgrading a World from 1.14 to any 1.14.1 Version or Pre-Releases. While
MC-151079happens during the time you are playing in 1.14.1 Even from creating a new World in 1.14.1 directlyMC-151079can be reproduced and another thing is that this Issue affects any type of POI memory, from Beds, Workstations and Meeting Points, all of this Data gets wiped out when you upgrade a World to this version.I believe
MC-151079is more related toMC-151376Confirmed for 1.14.2 Pre-Release 1
Something that I noticed is that Villagers will prioritaze share Gossip and Wander over follow the Pathfindig for a POI. You can see this in Villagers that generate in the Meeting Point of the Village and instead of search for a Workstation they will remain in this place with the other Villagers.
Looks like is fixed for 1.14.2 Pre-Release 1
I made a Backup of this World that used for the Testing, it left me at the same spot I was last time I took the Screenshot of the Cleric with only the Home Memory. Now as you can see it didn't lost the Brain Memories Data.
@Dinip The Issue you mentioned sounds very familiar, I believe it's related to
MC-151376Fixed for Java Edition.
Yeah can confirm that this is not resolved for pre-generated villagers, this was a test with a Cartographer House.
Still in 1.14.4 Pre-Release 5, please Reopen.
New Ticket
MC-160250New ticket from the previous issue that wasn't fixed at all
MC-151376Can confirm, Tridents also don't render correctly if you are using a Texture Pack that changes the display, this applies to first & third person view, item display both in ground and Item Frames, it seems like ignores the display properties and instead renders the Item as the Model and not the 2D vanilla texture or a custom version.
Sorry, I attached the texture pack now for testing.
They also don't take pollen from Tall Flowers anymore, Bees can still pathfind sometimes to these flowers but they can't take the pollen, also seems like in most cases they pahtfind only to the bottom meaning it's impossible for Bees to reach the top of a Sunflower where the pollen is suposed to be.
Can confirm this happens below y = 255, this behavior tends to be triggered frequently after a bee leaves their home unexpectedly (Ex. taking the honey or honeycombs from the hives/nests), but this can still happen in both ways (Naturally without any provocation or due to the explanation I gave previously)
Basically instead of aim towards a flower they begin to fly very high till the point is impossible for them to track a flower due to the pathfinding limitations, that's why this bug gets reproduced in most cases by a bee without pollen, can confirm too this is not the case if a bee already has pollen + is far away from the home, they can track their home back from a decent amount of far blocks.
Relates to
MC-163054Done
MC-164020I came across a lot of issues happening in the recent Snapshots regarding transparency problems with some blocks, items and entities, so this Issue is probably under that category.
Can confirm this issue has been happening since the "optimizations" to Villagers from 1.14.1 Pre-Release 2
MC-151376Despite Mojang adjusted some things this issue still affects naturally generated Villagers.
Can confirm this happening with "Default 3D" Texture Pack, which turns lot of 2D Item Models into 3D Models.
With today's Pre-Release this issue was 10% fixed, since
MC-166716only was focused around Shields & Tridents, these 2 are 3D Items in vanilla so that's why it got more exposure but the issue still present for people that use 3D Models.Yes, it has to do with how the new Rendering Engine applies shading to anything displayed on the GUI, I strongly believe that this issue is related with the fix of
MC-162518, ever since it was fixed on Pre-Release 3 this problem started.So anything rotated like a Block will automatically get this opaque shading that is only supposed to be present in Blocks.
@SaturnoCane92 That's actually a different Issue and has been affecting Villagers since 1.14.2
MC-160250Later on Mojang adressed this problem, unfortunately Mojang only fixed the Issue for Cured Villagers/ Villagers summoned with commands or Spawn Eggs, now even in 1.16 only affects naturally generated Villagers, still very annoying since most of the encounters with Villagers is through natural generation.
Yes sure, here is the seed
-1713528529566441739
Superflat World, the Village is very close to Spawn
As for reproduction purposes you can try to reproduce this issue in any Seed, you just need to find a Village and set the time to night, preferably in Peaceful Mode to let Villagers behave normally, you will notice lot of them not entering their Houses or trying to, but failing in the process.
Snapshot 20w11a as you can see in the Debug Screen, the Bed is empty and the Villagers are not even trying.
Interesting observation, I believe that since 1.14 was released with a poor Chunk generation and slow performance Mojang had to optimize some things in the game and it was until a 1.14.1 Snapshot that they cut this range for Villagers in an attempt to optimize some calculations with the new AI and I believe it wasn’t intentional to let Villagers with this conflicted behavior, I made a previous report where it got addressed by a Developer in 1.14.3 but unfortunately it only fixed this Issue for New Generated Villagers (From breeding, spawn eggs, summon or curing)
It really worked! Thanks for share this, I will use it as a patch by the time this Issue is waiting for the response from Mojang.
So, addressing this Issue is pretty simple in theory, like @Spook Ster mentioned, these Villagers naturally generate with a follow range attribute of 16, while it’s supposed to be 48, I tested the last week some things and end up fixing and addressing this issue by making a Data Pack where I changed the outdated Villagers in the Jigsaw Block entries with others spawned by Spawn Eggs which by default has a 48 Range, so I made the Data Pack that changes the Jigsaw entries for these Villagers, all those 3 Unemployed, Baby and Nitwit changed with updated ones and it worked, the Data Pack allowed these Villagers finally Pathfind correctly. It was this value that was making a lot of difference since it had just a third part of the supposed range standard for every villager.
Here's the Data Pack for testing
1.16 - Better Villagers.zip
Confirmed in 20w19a.
Even tho Mojang fixed
MC-152084in the most recent Snapshot, this problem can still happen under the same circumstances you specified in this Ticket, so for testing try to place a Bed for a Villager in a 2 Block High House (Making sure the roof it’s very close to the Players/Villagers head) eventually during the night time the Villager sleeping here will get kicked off and automatically count this Bed as Invalid and so on it will seek for a different one, but after a while if it didn’t reach another Bed it will come back to this one and it will keep reproducing this Issue constantly.To complement the Report here's a Clip I recorded in the lastest Snapshot that shows the issue happening, I used the Igloo structure as an example for this testing, since it's always guaranteed you will find a Bed here in a 2 Blocks high space.
Minecraft 20w19a - Bug Report Clip.mp4
No, this Issue fix does't have an impact in Villagers generated in versions prior to 20w19a, unfortunately the problem had to do more with an attribute value rather than a more complex programming in their AI.
Here are 2 Screenshots from the Superflat World I used for this report back in 1.14.4, this is in 20w19a.
Seems to be back in 1.16 Pre-Release 2Edit: Sorry, misrelated the Issue. I found the specific Ticket for this one.
Seems to be the case with water as well, only applies to Stained Glass.
Fancy
Fabulous!
Can confirm this, I was playing on my survival world yesterday with Voodoo's Apiarist Suit Data Pack when this issue caught me off guard. All bees kept angry until they stung me. I thought the Data Pack wasn’t running correctly, most likely due to an incorrect load, but it kept happening until today I had to check the function and there wasn’t anything invalid with it. Looking at some issues that were introduced with the modifications to anger for neutral mobs like
MC-187679You can manually reproduce this without the need of the Data Pack by provoking a Bee in Survival (With snowballs from a certain distance is very easy) & then use this command
/data modify entity @e[type=minecraft:bee,limit=1,sort=nearest,nbt=!\{AngerTime:0}] AngerTime set value 0
It will say that the values for this entity were successfully modified but the Bee will remain angry.
They also remain angry, even if you modify their anger values to 0 with /data
MC-188091Affects Pre-Release 5
Confirmed for 1.16 Pre-Release 6
Yes I have noticed this applies to those Trades as well, particularly because these are separate items.
I only opened a ticket for this specific trade because like a Mojang Developer said in the related ticket
MC-146391, all trades will not be shared within each Villager. So you need to have multiple villagers in order to have access to all their trades & I agree with this as an incentive for players to get more Villagers / Explore more Villages , but the chances for the Quartz trade in Expert level Masons are absurdly low, even the Item Frame trade takes a lot of time to find.If they fix this Issue that means that we are likely getting Baby Nitwit Villagers and the Baby Zombie counterpart, which aren’t a thing in the game right now.
Still present in 20w30a
Confirmed in 20w30a
I can confirm this issue has affected me as well, recently I have been curing Nitwit Villagers, I do this very far away from the actual Village to avoid Golems potentially killing them, so I cure these guys, since move Villagers is quite complicated when is night time I place a Bed and break it to guide the villager move across the biomes, once I’m close I use boats to finally move the villager to its new home, but when it’s night time they try to go to the position I placed a Bed before when I was moving it, I have fixed this in 2 ways, in one occasion I have trapped the villager in the house locking the doors, breaking and placing the bed, until he finally sleeps, this usually happens after around 2 mins. And the other solution is when I couldn’t manage to trap this guy, since it’s moving outside the village, I trap it in a Boat and use /data to merge the position the “Home” is at & change it to the free Bed I had for this villager.
Same happening here, I cure Villagers far away from the Village I transport them to, since is far away I carry a bed to lure them into moving to specific directions during the night time or sometimes skip the night to prevent zombies overwhelming us until we finally arrive to the Village where I have a home with a bed ready for them, during the sleeping schedule they try to come back to these beds I kept placing and breaking even if it’s like 500-600 blocks away & they ignore any free beds that are next to their position.
The best example to show this issue in Vanilla is with the Plains Armorer House, the Blast Furnace is placed in a Chimney deep in the wall, the Armorer Villager keeps constantly jumping on top of the Smooth Stone that generates here and getting cornered while it can’t interact with the Blast Furnace, although this seems to block their POI pathfinding they don’t lose the profession if this one has claimed the workstation successfully before.
The trade by default is fine, 9 Glass Bottles for 1 Emerald with a chance of getting a discount of 8 for 1 Emerald, tbh the Glass Pane trade is way better than this one mathematically & I know this isn’t place to discuss features but is the Zombie Villager curing mechanic that seriously needs to be addressed, currently no one defeats a Raid for the purpose of discounts, not even for level V Hero of the Village, the main root of the problem is not the absurd discounts but the fact that you can stack these discounts, so even if they increase it to 4 you can still infect the Villager one more time for a more lower price & that’s still the case with Librarians.
I don’t see how it can be intentional to multiply Emeralds absurdly high while it also destroys completely the purpose of the Hero of the Village effect, another side thing is that Mojang addressed last time the Librarian Bookshelves Trade, so what’s the point of the price increase when you can still achieve the same unwanted final result (Gain Emeralds with no resources gathering) I know I’m not Mojang to decide if this WAI or not but from a logical and balanced point of view this is way too broken and easy to exploit (Yes it’s not hard to have a dedicated Zombie ready to infect 5 times a Villager)
Hopefully they discuss carefully this topic once they take a moment to address this inconsistency.
I have encounter today with this issue when I was doing testings for another Bug Report, the most effective way I managed to reproduce this was to Cure a Nitwit Zombie Villager close to a free Workstation, after it became a Villager it was able to claim a workstation and interact like an employed Villager.
The only negative side effect I see from this is that the current time for the Villagers to pathfind to their Beds is preciscely fine, as it gives them a very flexible timespan to go to sleep before the Mobs start spawning even to those that are far away from their Beds hours before sunset.
In this case Nitwits are very know for wander far away from the Village boundaries, but if they implement this in a more unique way just like in Bedrock that they head towards their Home just moments after the other regular villagers do, and stay here inside the House it can definitely work, because currently in Bedrock they rest very late, you can see a lot of Mobs already spawned but the big advantage and difference is that here they head to their Homes not directly to sleep instead they stay inside until it's time to rest.
It would be nice to see Nitwits with a more exclusive behavior, also for Parity sake.
This should be closed as “Fixed” since the game no longer uses the same Raid System anymore.
This should be closed as “Fixed” now that the new Raid system no longer makes the Illagers Patrol to another Village anymore both are separate occurrences now in the game.
A smart solution for the Village generation problem would be if Mojang addresses
MC-130584, because from my experience mobs try to avoid Trapdoors with blocks or fluids in the inside my solution was always fill these decorations with Water so they either avoid these or just float on top of the water, the problem is whenMC-130584takes place, this issue makes problematic to save these Decorations Structures with Data Packs because the water will spread & I believe these decorations were previously introduced with water inside during the snapshots of 1.14, later on the water was taken away, hopefully now Mojang decides to finally fix this problem and bring back the water in these decorations so Villages no longer generate with traps inside.Finally saving in the future with Data Packs those Taiga Decorations that required water in the inside so it didn’t become “Villager traps”. Probably this fix includes an indirect fix for another more common vanilla example that happened in a Village house due to this water spreading problem
MC-141034@moesh Yes, still an issue in the recent snapshot 22w18a