I experienced this bug too. When trying to make a system for capturing zombie villagers by forcing zombies to spawn in 1x2x1 holes, this is very annoying.
Is it a custom spawner? If it is, is any other entity riding that skeleton? If not, it is, like SteveNL2000 pointed out, definitely the return of the most annoying bug of the year.
Stacked entities follow the spawning conditions of the topmost entity, so if you for example have a splash potion riding a skeleton, it will spawn inside walls and in any light level. I don't know what the spawner in the image is trying to spawn, so I cannot tell if it's the case here.
The hopper change caused this inconsistency, however I think this is WAI because "fixing" it by making comparators able to take output from blocked chests would break a very much wanted behaviour, which an important type of redstone creation relies on (admittedly there is another way to do it at least when the video was made but it is much larger): https://www.youtube.com/watch?v=JIR7Komip5E
Why is this WAI? All the stone brick variants are renewable (plus strongholds are infinite) now so I don't see any justification for it. This "feature" breaks a lot of custom maps (most notably CTM maps) and I don't see any scenario in which it improves the gameplay experience even in vanilla minecraft - you might as well remove the entire silvefish mob at this point since it no longer poses a threat of any kind.
To me this didn't seem like an oversight, but rather a way to prevent you from getting stuck with an item equipped in survival with the only way of getting rid of it being death, and with either keepInventory or hardcorde mode not even that being an option (elytra cannot be broken unlike armour), meaning you can never again unequip your elytra - whether you'd want to do that to equip a chestplate or to stop gliding in midair.
I'm aware it is not a bug however it is nevertheless a very serious issue which should be fixed. I do not comprehend flagging it as WAI. Has someone at Mojang acknowledged that they will not revert it despite its implications in situations where death is not an option?
If you hit refresh in the server list a few times in a row, it'll get stuck on pinging all the servers for an abnormally long time, and the only way to see the status of the servers again is to restart the client.
I experienced this bug too. When trying to make a system for capturing zombie villagers by forcing zombies to spawn in 1x2x1 holes, this is very annoying.
English please.
Did they all actually try to kill you? Not every albino bunny is a killer bunny.
I've seen this happen, too. And themogminer, if he were on peaceful, his health should've regenerated.
Is it a custom spawner? If it is, is any other entity riding that skeleton? If not, it is, like SteveNL2000 pointed out, definitely the return of the most annoying bug of the year.
Stacked entities follow the spawning conditions of the topmost entity, so if you for example have a splash potion riding a skeleton, it will spawn inside walls and in any light level. I don't know what the spawner in the image is trying to spawn, so I cannot tell if it's the case here.
I did search, literally with the keywords "enderdragon did not spawn". I tried it again, could not find that issue.
This still occurs in 15w33b despite it being noted as fixed
Confirmed for 15w50a
Confirmed for 15w51b
Confirmed for 1.9 pre-release 4
The hopper change caused this inconsistency, however I think this is WAI because "fixing" it by making comparators able to take output from blocked chests would break a very much wanted behaviour, which an important type of redstone creation relies on (admittedly there is another way to do it at least when the video was made but it is much larger): https://www.youtube.com/watch?v=JIR7Komip5E
Confirmed for 16w20a
Why is this WAI? All the stone brick variants are renewable (plus strongholds are infinite) now so I don't see any justification for it. This "feature" breaks a lot of custom maps (most notably CTM maps) and I don't see any scenario in which it improves the gameplay experience even in vanilla minecraft - you might as well remove the entire silvefish mob at this point since it no longer poses a threat of any kind.
confirmed for 16w36a
To me this didn't seem like an oversight, but rather a way to prevent you from getting stuck with an item equipped in survival with the only way of getting rid of it being death, and with either keepInventory or hardcorde mode not even that being an option (elytra cannot be broken unlike armour), meaning you can never again unequip your elytra - whether you'd want to do that to equip a chestplate or to stop gliding in midair.
I'm aware it is not a bug however it is nevertheless a very serious issue which should be fixed. I do not comprehend flagging it as WAI. Has someone at Mojang acknowledged that they will not revert it despite its implications in situations where death is not an option?
Still present in 1.14.1 and 1.14.2-pre2
Nether wart blocks can still be crafted from nether wart so changing it would be inconsistent.