Pelle Reinke
- Gintoki
- gintoki
- Europe/Stockholm
- Yes
- No
If a mob is riding another mob, say a villager riding another villager, the ridden villager is able to turn its head 180 degrees. See attached images.
To rep
licate, summon an entity with another one riding it and go behind the ridden entity and wait for it to look at you.I have not tested all mob combinations for which shows this behaviour or not.
If a mob is riding another mob, say a villager riding another villager, the ridden villager is able to turn its head 180 degrees. See attached images.
To reproduce, summon an entity with another one riding it and go behind the ridden entity and wait for it to look at you.
I have not tested all mob combinations for which shows this behaviour or not.
There seems to be some inconsistencies in what constitues a valid Village.
- A village consisting of only 1 villager and 1 bell will rarely trigger a raid successfully when a player with bad omen enter the villages boundary. However if the village consist of more than 1 villager, it is more likely to trigger a raid successfully.
- A village consisting of only 1 villager and 1 bed or workstation will always trigger a raid successfully when a player with bad omen enter the villages boundary.
-The villagers position relative to the POI does not affect the outcome, neither does the avaible space the village have to move around.
This is not affected by time of day nor the game difficulty.
-
It does seem to be affected by the avaible space the villager have in regard to the village consisting of only a single villager and a single bell.
I have tested with a villager standing in a 1x1x3 cell, both atop and beneath a bell. This I cannot get to trigger the raid successfully.
A single villager in a 3x3 cell with a bell will rarely trigger a raid successfully but I have seen it happen once in a while.
A single villager in a 5x5 cell with a bell will always trigger a raid successfully.Here is a video that shows what happens when the village consist of only a bell and a villager.
https://youtu.be/Bq_6eiEZNiU
There seems to be some inconsistencies in what constitues a valid Village.
- A village consisting of only 1 villager and 1 bell will rarely trigger a raid successfully when a player with bad omen enter the villages boundary. However if the village consist of more than 1 villager, it is more likely to trigger a raid successfully.
- A village consisting of only 1 villager and 1 bed or workstation will always trigger a raid successfully when a player with bad omen enter the villages boundary.
-The villagers position relative to the POI does not affect the outcome, neither does the avaible space the village have to move around.
This is not affected by time of day nor the game difficulty.
-It does seem to be affected by the avaible space the villager have in regard to the village consisting of only a single villager and a single bell.
I have tested with a villager standing in a 1x1x3 cell, both atop and beneath a bell. This I cannot get to trigger the raid successfully.
A single villager in a 3x3 cell with a bell will rarely trigger a raid successfully but I have seen it happen once in a while.
A single villager in a 5x5 cell with a bell will always trigger a raid successfully.Here is a video that shows what happens when the village consist of only a bell and a villager.
https://youtu.be/Bq_6eiEZNiUThere seems to be some inconsistencies in what constitues a valid Village.
- A village consisting of only 1 villager and 1 bell will rarely trigger a raid successfully when a player with bad omen enter the villages boundary. However if the village consist of more than 1 villager, it is more likely to trigger a raid successfully.
- A village consisting of only 1 villager and 1 bed or workstation will always trigger a raid successfully when a player with bad omen enter the villages boundary.
-The villagers position relative to the POI does not affect the outcome, neither does the avaible space the village have to move around.
This is not affected by time of day nor the game difficulty.-It does seem to be affected by the avaible space the villager have in regard to the village consisting of only a single villager and a single bell.
I have tested with a villager standing in a 1x1x3 cell, both atop and beneath a bell. This I cannot get to trigger the raid successfully.
A single villager in a 3x3 cell with a bell will rarely trigger a raid successfully but I have seen it happen once in a while.
A single villager in a 5x5 cell with a bell will always trigger a raid successfully.Here is a video that shows what happens when the village consist of only a bell and a villager.
https://youtu.be/Bq_6eiEZNiU
There seems to be some inconsistencies in what constitues a valid Village.
- A village consisting of only 1 villager and 1 bell will rarely trigger a raid successfully when a player with bad omen enter the villages boundary. However if the village consist of more than 1 villager, it is more likely to trigger a raid successfully.
- A village consisting of only 1 villager and 1 bed or workstation will always trigger a raid successfully when a player with bad omen enter the villages boundary.
-The villagers position relative to the POI does not affect the outcome, neither does the avaible space the village have to move around.
This is not affected by time of day nor the game difficulty.-It does seem to be affected by the avaible space the villager have in regard to the village consisting of only a single villager and a single bell.
I have tested with a villager standing in a 1x1x3 cell, both atop and beneath a bell. This I cannot get to trigger the raid successfully.
A single villager in a 3x3 cell with a bell will rarely trigger a raid successfully but I have seen it happen once in a while.
A single villager in a 5x5 cell with a bell will always trigger a raid successfully.Here is a video that shows what happens when the village consist of only a bell and a villager.
https://youtu.be/Bq_6eiEZNiUAdditional information: Sometimes when the raid does trigger and the first wave is spawned, the pillagers will stop a distance away from the location of the villager and bell. Also when the wave is defeated, the raid will go into "Raid Defeated" but the villager will continue to be paniced and ring the bell.
See this video of the villager ringing the bell after raid defeat: https://youtu.be/NS7PArEr134
So I'm experiencing this problem in a newly made 1.15.2 world with cured villagers. (this world is a vanilla skyblock world. Have no idea if this has any implication on the bug I experience)
I recorded a short clip showing my cleric villager working next to a Grindstone https://youtu.be/wIZ9t7jYP40
I checked his NBT tags and it does not show him attached to a workstation anywhere but he paths to the grindstone, looks at it and the sound of a brewingstand plays. The Clerics original Brewingstand is not pathable from this area since he is fenced completely off and it is also out of audible range.
The other villager to the left is a newly cured zombie villager who I was gonna turn into a Weaponsmith with the Grindstone. But he refused to picking up the Grindstone as a jobsite even after he stopped panicking.Also note, both villagers have been obtained by curing zombie villagers, the cleric has been turned back and forth between zombie and cured a couple of times. Almost every time, he lost his workstation and I had to break and place it again for him to notice it.
Dont know if this ticket should be reopened or I should make a new one?
So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation and replace it with a diffrent type in the same place
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation and replace it with a diffrent type in the same place
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.
So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation andreplaceit witha diffrent typein the same place
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation and place a diffrent type (Does not have to be in the same place as the old one, the cured villager will apparently pick any unclaimed workstation as its new.)
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.
So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation and place a diffrent type (Does not have to be in the same place as the old one, the cured villager will apparently pick any unclaimed workstation as its new workstation.)
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.
So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
1) summon a villager and give it a workstation and make sure it has taken on the worksite
2) trade with the villager to lock it in
3) convert the villager to a zombie villager
4) cure the zombie villager
5) remove the villagers original workstation and place a diffrent type (Does not have to be in the same place as the old one, the cured villager will apparently pick any unclaimed workstation as its new workstation.)
6) observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.So, I noticed that some of my working villagers who had been turned into zombie villagers and afterwards cured back, began to work at wrong workstation.
As can be seen from these screenshot, the farmer think its workstation is the stonecutter. It will work at the stonecutter and the sound of a composter being filled will sound whenever the farmer works at the stonecutter.
I have testet with various combinations of villager professions and workstations and it is rather consistent that they can take on the wrong workstation.
I have also noticed that quitting the game and starting it again seems to fix the problem but the next time they are converted to a zombie and cured back again they are able to pick the wrong workstation.
Steps to reproduce:
- Summon a villager and give it a workstation and make sure it has taken on the worksite
- Trade with the villager to lock it in
- Convert the villager to a zombie villager
- Cure the zombie villager
- Remove the villagers original workstation and place a diffrent type (Does not have to be in the same place as the old one, the cured villager will apparently pick any unclaimed workstation as its new workstation.)
- Observe the villager Brain data to see that it thinks its workstation is the new wrong type and observe it work there within the working hours.
Note: I cant guarantee the above reproduction procedure results in this bug all the time, but it has been rather consisten for me.
Have tested it in 1.15.2 and in the latest snapshot 20w14a and it happens in both.
Edit: This might relate to
MC-145762which has been marked as fixed as of 1.14 prerelease 4.
Villagers who are other professions than farmers, will pick up non-food items such as wheat seeds.
This may lead to their inventory getting cluttered rendering them unable to pick up food and therefore breeding with others.In the attached screenshot it is seen that the villagers inventory is full and it is therefore unable to pick up any of the potatoes lying by its feet.
![]()
Villagers who are other professions than farmers, jobless or nitwits, will pick up non-food items such as wheat seeds and beetroot seeds.
This may lead to their inventory getting cluttered rendering them unable to pick up food and therefore breeding with others.EDIT: The non-farmer villagers will share these seeds with any farmers they meet but will keep a minimum of 24 of each in their own inventory. This is problematic since they will then never be able to get rid of these.
Interresting enough, non-farmer villagers are not able to pick up bonemeal, only farmer villagers are. The same mechanic should be implemented with other items, if the villager have no practical use for the item, it should not pick it up.
In the attached screenshot it is seen that the villagers inventory is full and it is therefore unable to pick up any of the potatoes lying by its feet.
![]()
Villagers who are other professions than farmers, jobless or nitwits, will pick up non-food items such as wheat seeds and beetroot seeds.
This may lead to their inventory getting cluttered rendering them unable to pick up food and therefore breeding with others.EDIT: The non-farmer villagers will share these seeds with any farmers they meet but will keep a minimum of 24 of each in their own inventory. This is problematic since they will then never be able to get rid of these.
Interresting enough, non-farmer villagers are not able to pick up bonemeal, only farmer villagers are. The same mechanic should be implemented with other items, if the villager have no practical use for the item, it should not pick it up.
In the attached screenshot it is seen that the villagers inventory is full and it is therefore unable to pick up any of the potatoes lying by its feet.
![]()
Villagers who are other professions than farmers, jobless or nitwits, will pick up non-food items such as wheat seeds and beetroot seeds.
This may lead to their inventory getting cluttered rendering them unable to pick up food and therefore breeding with others.EDIT: The non-farmer villagers will share these seeds with any farmers they meet but will keep a minimum of 24 of each in their own inventory. This is problematic since they will then never be able to get rid of these.
Interresting enough, non-farmer villagers are not able to pick up bonemeal, only farmer villagers are. The same mechanic should be implemented with other items, if the villager have no practical use for the item, it should not pick it up.
In the attached screenshot it is seen that the villagers inventory is full and it is therefore unable to pick up any of the potatoes lying by its feet.
UPDATE: I have found that if a non-farmer villager picks up 8 stacks of seed (any kind) and meets a farmer, it will share most but keep 24 seeds in each inventory slot, thus effectively prevent itself from ever picking anything else up, unless it itself becomes a farmer and then can use those seeds. (See screenshot)
![]()
Villagers who are other professions than farmers, jobless or nitwits, will pick up non-food items such as wheat seeds and beetroot seeds.
This may lead to their inventory getting cluttered rendering them unable to pick up food and therefore breeding with others.EDIT: The non-farmer villagers will share these seeds with any farmers they meet but will keep a minimum of 24 of each in their own inventory. This is problematic since they will then never be able to get rid of these.
Interresting enough, non-farmer villagers are not able to pick up bonemeal, only farmer villagers are. The same mechanic should be implemented with other items, if the villager have no practical use for the item, it should not pick it up.
In the attached screenshot it is seen that the villagers inventory is full and it is therefore unable to pick up any of the potatoes lying by its feet.
UPDATE: I have found that if a non-farmer villager picks up 8 stacks of seed (any kind) and meets a farmer, it will share most but keep 24 seeds in each inventory slot, thus effectively prevent itself from ever picking anything else up, unless it itself becomes a farmer and then can use those seeds. (See screenshot)
![]()
![]()
Some blocks/entitiesare still not regarded as obstructions by mobs
So I have done some testing after ticket
MC-96319was marked as complete and found there are still a couple of blocks/entities mobs do not regards as an obstruction.The following blocks are affected:
- Daylight Detector
- Lit Campfire (they do however see an unlit campfire as an obstruction)
- Lit Soul Campfire (they do however see an unlit soul campfire as an obstruction)
- Snowlayers 2-4
Open Shulkerbox- Shulkers
- Honey Block
- Occupied Boat (empty one aswell however they will board this)
- Lily Pads
- Turtle Eggs
See attached screenshots.
Note: I have not tested this with every mob in the game but with villagers and zombies
So I have done some testing after ticket
MC-96319was marked as complete and found there are still a couple of blocks/entities mobs do not regards as an obstruction.The following blocks are affected:
- Daylight Detector
- Lit Campfire (they do however see an unlit campfire as an obstruction)
- Lit Soul Campfire (they do however see an unlit soul campfire as an obstruction)
- Snowlayers 2-4
- Honey Block
- Lily Pads
- Turtle Eggs
See attached screenshots.
Note: I have not tested this with every mob in the game but with villagers and zombies
Some entities such as shulkers, are not regarded as obstructions by mob pathfinding.
These includes:
- Shulker Mob
- Open Shulker Box
- Boats (occupied or not)
See attached screenshots for reference.
So afther this bug and its fix
MC-156306villagers wont share bread unless they have more than 24 in their inventory.They used to share half when they had 6 bread or more.
This makes villager wheat farms rather inefficient in regards to villager breeding since each harvested wheat only produce one wheat and the villager needs 3 wheat to craft a bread and wont share enough bread with another villager for breeding until it has crafted a total of 27 bread which again requires it to harvest 81 wheat.So afther this bug and its fix
MC-156306villagers wont share bread unless they have more than 24 in their inventory.
Back in version 1.14.2 and earlier, they used to share when having an ecess of 6 loaves.This makes villager wheat farms rather inefficient in regards to villager breeding since each harvested wheat only produce one wheat and the villager needs 3 wheat to craft a bread and wont share enough bread with another villager for breeding until it has crafted a total of 27 bread which again requires it to harvest 81 wheat.
It is easily testable by inspecting villagers inventory with commands when giving them bread and see when they begin to share with another villager.
So afther this bug and its fix
MC-156306villagers wont share bread unless they have more than 24 in their inventory.
Back in version 1.14.2 and earlier, they used to share when having an ecess of 6 loaves.This makes villager wheat farms rather inefficient in regards to villager breeding since each harvested wheat only produce one wheat and the villager needs 3 wheat to craft a bread and wont share enough bread with another villager for breeding until it has crafted a total of 27 bread which again requires it to harvest 81 wheat.
It is easily testable by inspecting villagers inventory with commands when giving them bread and see when they begin to share with another villager.
The screenshots shows that the villager on the left have 24 bread in its inventory and wont share any with the villager on the right, but when it recieves a 25th loave of bread, it will share it with the villager to the right.
When hitting villagers they won't show angry particles, neither if I'm in creative nor survival mode.
They will however show these particles if they fail to breed, so the particles do work. The same does other particles.
The villagers are in a valid village with claimed beds and jobsites.
Edit: Particles are set to show all.
(Note: I did try to search, but found no current report pertaining to this issue)
@
The bug
I am trying to build a trading hall on my world and I notice that jobless villagers entering the area are automatically taking certain jobs when there aren't associated work blocks for them to attach to. When I run the /data get entity [ID] Brain command, the newly entering villagers are attaching to blocks that are already claimed by other villagers. Breaking that block and rechecking doesn't change the associated block.
How to reproduce
From Pelle Reinke in this comment
- Have an enclosure with a couple of villagers in
- Place one jobsite block of any type
- Trade with the villager who aquired the job to lock it in outside working house (2000-9000 tick) quickly break the jobsite block and replace it with the same type and observe a new villager have aquired a profession and both the locked in and new villager will show they have claimed the same jobsite.
→
When the time of the day reaches 2000, both will begin to work at the same jobsite. Logging out and back in to the game wont change this.
The bug
I have already seen the "fixed" bug report MC-151333 but the villagers still get stuck in the water. I have been trying to make a swamp village in a part of swampland that has no exposed land anywhere but the villagers keep jumping in the water and once they do they just swim in it.
I have found that the pathfinding is broken in where they still swim in the water but they can't seem to detect a bed where they need to swim out of the water and then onto land to get to it. As soon as I push the villager onto land he goes to the bed.
In the picture below a villager is in the water right beside a bed at night but isn't going into it.
How to reproduce
See @Pelle Reinke in this comment and this video.
Pelle Reinke, that is tracked in MC-161917.
Yes, we can change the reporter of the ticket as long as the original reporter is no longer active or is fine with it.
I've given the ticket to Pelle Reinke now.
Pelle Reinke, could you please create a new ticket about this (if we don't have one already)?
Pelle Reinke I recommend taking this to the subreddit or discord since it seems you want to start a discussion about this report which isn't for here.
The paths generating on trees is MC-237102, Pelle Reinke













































































I tried putting in "Recipes:[{}]" in his "Offers" which resulted in him having a trade of nothing for nothing, however this persist after exiting and reentering the game. I have included a screenshot of this.
Otherwise I were able to reproduce the same result where the custom villager gets trades after relogging.
The same happens if his level is changed to 2 or higher.
I have tried to replicate this bug in a test world where I summon a bunch of baby villagers. age:-1000 in thir own 2x1 cell with a bed. I set the time of day = 0 because baby villagers usually jumps on the beds at dawn. The cieling in the cells are 3 blocks above them. The majority of the baby villagers are growing up while jumping in the bed and a lot of them clip through the cieling and take damage. But they fall down again immediately after and dont get stuck in the cieling and die. I have included a screenshot.
If the cieling height is only two blocks then of course the villagers will be stuck if they grow up while standing on the bed, since the free space above the bed is less than 2 blocks.
They show this same behaviour if there is food on the ground near them when they sleep.
Still present in 1.14.4 full release.
How is this bug fixed? The bug is still present in v. 1.14.4
I have noticed this too, villagers have a tendency to either go on top of their bed at dusk and just stay there or they randomly wake during the night and end on top of their bed (usually in small enclosed spaces) and then they just stand on top of their bed the rest of the night. Rarely are they able to go back to sleep from this position. Usually it helps to push them down from the bed to the ground besides it which makes them pathfind back to the bed and then go to sleep.
I have observed the same in 1.14.4 in a newly created world with newly summoned villagers.
Ah okay, thanks for the clarification
I can confirm the villagers wont create bread when they have wheat in their inventories, however they will share bread if they have any.
Tested in newly created 1.14.4 world with newly spawned villagers.
The first villager recieved a stack of 64 bread, thereafter another was spawned and immediately the first threw a bunch of bread at the other who later picked it up.
I can confirm this for 1.14.4, same as #MC-156306
Regarding the Villager running from a Ravager, I have tested numerous times now in a new 1.14.4 world with newly spawned Villagers from spawneggs and Ravagers from spawneggs. The Villager will at first run away from the Ravager but as soon as the Ravager hits the Villager once, the Villager will do a 180 turn and run straight into the Ravager resulting in it being killed. Excact same behaviour as shown in the video attached.
With other Villager hostile mobs, the Villagers run away from them as they should and dont make a 180 turn when hit.
The wiki does however state its official.
I have testet breeding between two villagers who dont have line of sight to their own beds or to an unclaimed bed but are able to pathfind to them. They bred fine.
I have noticed this strange behaviour too. A good way to demonstrate it, ís by summoning a villager with no ai and then summon a vindicator, the vindicator will rush towards the villager with his axe out and hit the villager once, but since the villager dont flee, the vindicator is now standing right up against the villager which apparently confuses his AI since he rapidly will raise his axe and then hide it away again a number of times before finally being able to hit and kill the villager.
I am unfortunately not able to create videos of this behaviour but this screenshot shows the vindicator with his axe hidden, right next to the villager.
This is still present in 1.14.4 full release.
I have not tested for all mobs but found that cows display this behaviour as well when ridden by another mob.
Sure you did not change gamemode to Adventure?
I have experienced similar behaviour but in 1.14.4
However the villagers did celebrate, but after the celebration ended, they returned to stand on their beds and do nothing. Not until after I quit the game and entered again.
The raid started during nighttime when the villagers were asleep and ended mid day.
No I dont mean them shooting off their fireworks but them sounding their nasaly noises, when winning a raid, they have celebrating "ahaa" type noises, they dont play them if they dont have sky access above.
I can confirm this, it will always choose the highest Y coordinate pathable if the two blocsk directly above its workstation is blocked off.
Also notice that there is a shorter path if the villager chose to stand beneath the workstation instead of above it.
And it can also be blocked with fence post or stone wall and other blocks.
This ultimately prevents the villager from restocking its trades if it cant reach its workstation correctly.
I have also noticed this. As I recall it, the iron golem will hand out a poppy to a baby villager who will den stop and look up at the iron golem and then the poppy will dissapear from the iron golems hand. As it is now in 1.14.4, the iron golem will hand out a poppy to a baby villager without the baby villager responding to it and after a while the iron golem will stop holding the poppy. When this change happened I dont know, last I played minecraft was on version 1.8.
Also refering to the section about baby villagers on the wiki: "Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands."
Well yes and no, I often see them lay offset in their beds if the beds are next to other beds who are also claimed by villagers. When the villagers goes to bed, their hitboxes may push each others around misaligning them when they lay down on their bed. So its most likely because the villagers are able to be pushed around when sleeping (as intended)
However I have also noticed this when villagers sleep in single bedrooms where no other entity is pushing them when they go to sleep, even thoug they will from time to time be offset when laying in their beds.
Perhaps its intertia from them moving towards the bed at the moment they switch to laying in the bed and that intertia pushes them a bit in the same direction they were moving before laying?
I have the same problem in 19w42a, it seems like the bubbles dont render correctly when wieved from outside the water collumn but when inside the water, they are visible.
See attaced screenshots.
In 1.14.4 the particles are vissible as they should be. This problem seems to be the same as described in
MC-161917Still present in 19w42a
This is still present in 19w44a
Also, it seems like the more villagers there are in the village, the harder it is for them to choose which home to stay in.
I have found that given enough time, they will eventually all find a place to stay but its neither based on being their own home nor a unoccupied home i.e. which house they choose to seek shelter in seems completely random, they just have a really hard time choosing one.
Heres a video demonstrating the problem. The last villager (baby villager) took about 50 seconds to find shelter after the raid horn had sounded. Also notice how the villagers repeatedly runs into a home and then shortly after leaves it again to go seek for another.
https://youtu.be/lEmQvJmimSs
Oh also, sometimes the villagers seem to forget there's a raid happening and they start to walk randomly around doing what they are supposed to do at the current time of day, they'll continue to do so until they spot an enemy and then remembers the raid and starts panicing again.
Sometimes they may even decide to run to a random spot in the outskirts of the village and just stand still until an enemy is sighted.
They will still show the sweat particles when they have "forgotten" the raid.
Im not sure if this is a separate bug tho.
Heres a picture showing a couple of villagers just standing during a raid and not moving.
Works as intended, see MC-146515
This is still an issue in version 1.15.2
Also if the villagers suddenly gets sky acces during their celebrating, , they will begin to play their victory sounds while they are still celebrating the raid victory.
Still present in 1.15.2
Still present in 1.15.2
The villagers pathfinding in water is really bad, even thoug, they seem to try to pathfind throgh water when standing on land but as soon as they enter the water, their pathfinding breaks and they usually loose their work and bed.
I have hovever noticed that it depends on how deep the water is at the edge between land/water. If the edge is 1 block deep only, then the villagers are able to pathfind out of the water easily enough, but if the water is 2 blocks or more deep, then they cannot.
As can be seen from the screenshots. 1. Villager in a puddle of water 2 block deep is unable to pathfind correctly to land and aquire a job.
As soon as i place a block in the water so there is only 1 block depth agains the edge of the land/water, the villager aquires the job and starts pathfinding out of the water.
Here's a video showing the behaviour https://youtu.be/iaydB_oyMjI
This is still present in 1.15.2
Have just had 2 wandering traders spawn within a couple of minutes of each other in the same village.
This is not fixed, Villagers are still only able to pick up 4 stacks of the same item even though they have 8 inventory slots.
Tested in 20w13a, with all kinds of items villagers normally can pick up, both unemployed and farmer villagers.
I can confirm this. When the farmers inventory is full, it will try to put spare seeds in the composter to get bonemeal and try to craft bread from wheat. As soon as it tries one of these two tasks, either the bonemeal or the bread will land on the ground and the villager will be obsessed with trying to pick it up and stop tending to its crops.
It will however still put seeds in the composter, creating more bonemeal which it then also tries to pick up with no success.
This bug is still happening in 20w13a
This is still happening in 20w13a. It seems to only happen when the bed is placed with the pillowside facing north and up against the left corner of a structure missing the outer corner wall.
I made a video in 1.15.2 demonstrating the issue, happens the same way in snapshots.
https://youtu.be/MisXSBqf3qk
I can confirm this bug. It only happens if there is water beneath both the composter and the slabs around it.
Perhaps it is related to MC-156022?
Affects 20w13a.
This is not due to MC-160582 but due to MC-152945 And still happens in 20w13a.
Still present in 20w13a.
Still present in 20w13a.
Still present in 20w13a.
Still present in 20w13a.
Can confirm for 20w13b
Still present in 20w13b.
So I'm experiencing this problem in a newly made 1.15.2 world with cured villagers. (this world is a vanilla skyblock world. Have no idea if this has any implication on the bug I experience)
I recorded a short clip showing my cleric villager working next to a Grindstone https://youtu.be/wIZ9t7jYP40
I checked his NBT tags and it does not show him attached to a workstation anywhere but he paths to the grindstone, looks at it and the sound of a brewingstand plays. The Clerics original Brewingstand is not pathable from this area since he is fenced completely off and it is also out of audible range.
The other villager to the left is a newly cured zombie villager who I was gonna turn into a Weaponsmith with the Grindstone. But he refused to picking up the Grindstone as a jobsite even after he stopped panicking.
Also note, both villagers have been obtained by curing zombie villagers, the cleric has been turned back and forth between zombie and cured a couple of times. Almost every time, he lost his workstation and I had to break and place it again for him to notice it.
Dont know if this ticket should be reopened or I should make a new one?
Edit: I tested some more with some spawned villagers who again were converted back and forth and again got a cleric who this time thinks his workstation is a Smithing Table.
See these two screenshots https://imgur.com/a/NU6h5TT
Still present in 20w14a, also the villagers are able to glitch through the wall both when getting out of the bed and when getting in
I rung the bell after the villagers had gone to bed and the farmer villager glitched out of his igloo and after a period he glitched back in again.
I can confirm this, they seem to be more stubborn than other naturally generated villagers.
It's perhaps related to
MC-160250&MC-166764where naturally generated villagers have a decreased follow range.I have recorded a short video demonstrating this problem
https://youtu.be/T_jP0tZ1UT4
I can confirm this for behaviour of villagers unable to decide which home they should stay at for 1.15.2.
As soon as they have opened the door, they close it immediately and goes away and repeats. Have seen the both when the bed in the home they go to is vacant or occupied.
Have yet to observe this in any snapshot of 1.16, granted I have not played them for long.
Are you close to a Pillager Outpost?
You are aware that villagers can only change profession during a specific time of the day? Namely from 2000 ticks ingame to 9000 ticks ingame, corresponding to 8AM - 15PM. You can check the in-game time of the day with this command "/time query daytime"
Outside this timeframe, only jobless villagers are able to aquire a profession but not lose it.
I can confirm this, this also happens in version 1.15.2
The invisible blocks seem to align with chunk borders.
Most likely related to
MC-126244Duplicates MC-153904
This is also a parity issue with Minecraft Bedrock where the wandering trader indeed holds out its avaible wares when the player holds an emerald in its hands. So I dont think it works as intended in the java edition.
Seems to be the same issue as reported in
MC-171124& MC-153980And might relate to MC-144312
According to
MC-161106Villagers are intended to not sit down with splayed legs, so this might be WAI (unfortunately)Confirmed for 20w14a
Duplicates MC-156556
Cannot replicate longer in 20w15a
Still present in 20w15a
Still present in 20w15a, the villagers happily walks into the water but can not pathfind out of it again, rather problematic with them getting stuck in the water.
Still present in 20w15a
Confirmed for 20w15a
Relates to
MC-97799This is still present in 20w15a.
It's rather problematic since mobs are able to spawn during thunder storms, and theres potential for a lightning strike to hit in the village, turning villagers into witches.
Before the village&pillage update, villagers did indeed hide inside during thunderstorms (cant remember if they did so during rain, perhaps it were triggered by the skly lightlevel?) but since they now consider a home a bed and not a structure with a door in, they have apparently forgotten the AI task of hiding during thunder storms.
Cannot reproduce in 20w15a. I have just branchmined for 22 diamond ore blocks, afterwards mined them with a fortune 3 pickaxe and got 52 diamonds from them.
The test was done in a brand new 20w15a world.
Duplicate of
MC-177105Could you please provide a screenshot of what you mean?
Still present in 20w15a
@Ryan L, this ticket is about an issue in the Java Edition of Minecraft, what is experienced in the Bedrock Edition, has nothing to do with the Java Edition, since they are two diffrent games.
This is still present in 20w15a
They get into this panic state and runs around not matter which form of dammage they take, including being hit by snowballs from a dispenser and it is not only from fall dammage. So the title should maby be change to reflect this?
Can confirm for 1.15.2 and 20w15a
Jobless villagers seem to have priority over skilled villagers when a new jobsite block is placed.
There's 10 villagers in this pen, only one composter, the apprentice level farmer was the first farmer. Then I broke its composter and placed a new one and a diffrent villager aquired the jobsite instead of the first farmer.
Still present in 20w15a
Duplicate of
MC-164233Duplicate of
MC-177105Please provide more information, are there a surplus of accessible beds avaible for the villagers? Were the lovehearts particles followed by thunder cloud particles? Have the villagers been scared by mobs and or hit recently?
Duplicate of MC-157464
Duplicates
MC-150806In that case the requirements for the villagers to breed are not met. There needs to be more beds than there are villagers, also there needs to be minimum 2 block free above their beds and the villagers needs to be able to walk up to any side of the bed for them to correctly pathfind to it.
Have just tested it in 20w15a in a freshly made world, it works just fine
Relates to MC-143585
I have experienced this too, it seems they are less likely to remember a brewing stand if it is placed atop another block instead of standing on the ground. They often forget their jobsite untilt the brewing stand is broken and placed again.
Other jobsite blocks and their corresponding villagers seems to be fine with a workstation placed one block up from the ground except with the brewing stand.
still present in 20w16a
still present in 20w16a
still present in 20w16a
still present in 20w16a
still present in 20w16a
Still present in 20w16a
still present in 20w15a
Note: The new workstation does not have to be in the same place as the original, the cured villager will apparently pick any unclaimed workstation as its new workstation.
Still present in 1.15.2 and the latest snapshot 20w16a
This seems to have been fixed in 20w16a, the farmer no longer tries to pick up crops when its inventory is full.
Still present in 20w16a
Still present in 20w16a
still present in 20w16a
I think it might be related to
MC-164233where a skilled villager don't get precedence over a jobless villager in picking a new jobsite.I have found that this bug with multiple villagers attached to the same jobsite is more prevalent when the villagers have been skilled than if their trades have not been locked in.
Edit: A way to reproduce this:
1) Have an enclosure with a couple of villagers in
2) place one jobsite block of any type
3) trade with the villager who aquired the job to lock it in
4) outside working house (2000-9000 tick) quickly break the jobsite block and replace it with the same type and observe a new villager have aquired a profession and both the locked in and new villager will show they have claimed the same jobsite. When the time of the day reached 2000, both will begin to work at the same jobsite. Logging out and back in to the game wont change this.
still present in 20w16a
still present in 20w16a
This is still happening in 1.15.2 and the latest snapshot 20w16a.
Villagers are still able to breed more than there are beds avaible for them.
A simple way to test this is making an enclosed area and put down a bunch of beds and spawn in one villager pr bed, e.g. 25 bed and 25 villagers
Then give them a bunch of food and they will start to try and breed with each other and some of them will succeed. As soon as nightfall comes and they go to bed it is clearly vissible that there are more villagers than beds.
I think it might be related to the villagers getting random up and night and forgetting their beds making the other think theres a vacant bed avaible and that they therefore are able to breed.
I have tested this in freshly generated superflat worlds with structures dissabled to not have natural villages influence the tests.
In this screenshot it is seen there are 36 beds and 37 villagers, they started with only 2 and a bunch of food and has bred them selves to overpopulate the enclosed area. The surplus villagers have been killed off a couple of times and yet new appear every day.
I dont know if I should create a new ticket or if this should be reopened?
Still present in 20w16a
Still present in 20w16a
Still present in 20w16a
This also affect Amorer Villager holding a shield in their hand for trading. See screenshot.
Duplicate of MC-156126
Still present in 20w16a
Villagers can only loose their profession between 2000 tick and 9000 tick ingame time, (8AM and 3PM) provided they have not been traded with and there are no other jobsite block corresponding with their profession that they are able to path to.
To see what time it is ingame, type this command in the chat "/time query daytime"
Duplicate of MC-153904
@ Matthew Gatland
In regards to Carpets and specially villagers and this ticket
MC-97799It first became a problem after you changed the height of Villagers in v. 1.9 from 1.8block to 1.95block, before version 1.9, Villagers had no problem walking throug doorways with carpet in front.Possible solutions:
1) Change Villagers Height back
2) Change height of carpet/change collision of carpet
3) Update the structures of Village buildings where there's carpet infront of the doorways (This is rather odd, since you knew about the bug before 1.14 yet some of the new structures, such as "snowy_masons_house_1" have carpet in their doorways rendering the building unusabel by villagers)
Duplicate of
MC-177105Villagers prices will increase with demand over time, so if you continuly trade for the same items with the same villager every day, it will raise its price. It should decrease again after a couple of ingame days.
This is working as intended and is a duplicate of ticket
MC-146373Duplicate of
MC-177105Duplicate of
MC-150806Now I come to think of it, I think it is related to or actually caused by this bug MC-156126
I think it is related to or caused by this bug MC-156126
I can reproduce in 20w16a. Heres a video of it. The villager will try to pick up the potatoes until they despawn (not shown in the video sicne I didn't want to record for 5 min)
https://youtu.be/OmKuELJO-As
Interrestingly enough, if mobGriefing is set to true and the villagers inventory is full, it will completely ignore any extra items laying on the ground.
Have you traded with those villagers at all?
Since the bed is not a full block high, and the villagers hitbox is tiny when they sleep MC-148559, their hitbox wont hit the lava or water above them preventing them from burning/drowning.
Well actually, even if their hitbox werent tiny they still would not touch the lava/water simply because of the bed is not a full block high and is not able to be water/nor lava logged.
still present in 20w16a
If there's carpet on top of the waterlogged halfslap, it completely stops the mobs pathfinding and they will stand completely still.
Sometimes the villagers will "loose" their jobsite and quickly regain it, during this short time their trades will be randomized if they are not locked in by having traded with them at least once.
Whether it is WAI that they can shortly loose and regain their jobsite I dont know but that is the cause for it.
Still present in 20w16a
The reason they can not pathfind out of the well when the waterlevel has been raised to the surface of the surrounding wall, is because of this bug
MC-156663. Villagers are not able to pathfind successfully out of water that is more than 2 blocks deep.This is due to MC-148559 where villagers have tiny hitboxes while sleeping in beds, The villagers are able to be pushed around when they sleep and therefore it is possible to push two of them "into" each other since their hitboxes are small.
Still present in 20w16a.
Would it not be possible to make an excemption for farmer villagers that they cant trample farmland?
Or perhaps give them the abillity to hoe farmland they have trampled.
How is this a duplicate? At most it is related to but it is certainly not a duplicate of
MC-150806Still present in 20w17a.
Also note that this prevent the villager from restocking its trades.
May I request ownership of this ticket?
Still present in 20w17a
May I request ownership of this ticket?
Still present in 20w17a
still present in 20w17a
still present in 20w17a
still present in 20w17a
still present in 20w17a
Still present in 20w17a
Still present in 20w17a
still present in 20w17a
still present in 20w17a
still present in 20w17a
still present in 20w17a
So this is still an issue in the latest snapshot 20w17a, the villagers are able to overpopulate a village in regards to how many beds are available.
No Idea, a mod can probably help with that
Still present in 20w17a
Could you please provide a screenshot of your raidfarm and the slabs in question? And are these slabs top or bottom slabs?
So I have done some testing in the latest snapshot 20w17a and found there are still a couple of blocks mobs do not regards as an obstruction.
The following blocks are affected:
See attached screenshots.
Note: I have not tested this with every mob in the game but with villagers and zombies.
Oh yeah, I forgot to test those.
I'm also experiencing farmer villagers seem to work way slower in 20w17a than they use to. This is in a brand new world made in 20w17a.
Have just experienced the game crash in 20w17a when I clicked on Done after writing a couple of pages of text in a book.
No special characters or formatting were used in the book.
Have attached a crash report
[^crash-2020-04-29_13.51.16-client.txt]
Mod note: Attachments have been removed because they would later be irritating. As pointed out by [Mojang] Bartosz Bok, these are
MC-179868.And it happened again, this time when clicking on the "Going Back Page" arrow
Have attached crash report
[^crash-2020-04-29_14.00.04-client.txt]
So I have done some further testing, the villagers are more than capable of jumping 1,0625.
This problem is not from them not being able to jump said height but because they are unable to jump through a 2 block gap if they have to jump more than 1 block up to get throug the gap. In that case they hit their head on the top which prevents them from getting through the gap. Seem like they jump too high when they have to jump the 1,0625.
See the attached images for reference
First image shows villager jumping in vain because it is jumping from a path block, the second image shows it succeed in jumping through the gap since it jumped from a full block (cobble) and the third image shows the villager jumping from a path but without an obstruction above the 2 block gap.
This is still present in 20w18a
The farmer outright refuses to harvest crops, plant crops or use bonemeal on the crops. However the farmer will use the composter and collect items.
After breaking and placing the composter serveral times, the farmer will sometimes begin to farm.
Still present in 20w18a
Still present in 20w18a
Still present in 20w18a
still present in 20w18a
still present in 20w18a
still present in 20w18a
still present in 20w19a
I can add that rather often the villagers are able to sleep in the same bed again, but if multiple villagers get up at the same time they might end up switching bed sometimes leading to one of the villager unable to find a vacant bed.
Edit: I made a typo, the bug is still present in the latest snapshot where it has been marked as fixed.
still present in 20w18a
still present in 20w18a
This is still present in 20w18a in regards to the object I listed in my above comment.
Should I create a new ticket for these?
still present in 20w18a
still present in 20w18a
Also I would imagine this relates to
MC-164233still present in 20w18a
still present in 20w18a
This is still an issue in 20w18a.
Steps to reproduce:
1) make a confined area with lets say 40 beds
2) spawn in one adult villager pr bed, in this case 40
3) to make sure they are all bonded to a bed, make them sleep in the beds at least once (set time to 12000 ticks and when they are all sleeping set the time back to day again)
4) give them plenty of food to make sure they can breed
5) set the time to around 11000 ticks
6) observe some of the villagers right before bedtime (12000 tick) will produce a baby resulting in there being more villagers than beds.
still present in 20w18a
New ticket MC-181565
Yeah will do, just have a question.
Does this apply to both Open Shulker Boxes and the Shulker Mob?
And boats are affected aswell as I have stated. Whether it is occupied or not, mobs dont see them as an obstruction in their path.
New ticket created for the shulkers/entities
MC-181580Since this is now "In Progress" it might be a good idea to look at this bug also, which I think might be related also. Cured villagers can work at wrong jobsite.
MC-177505It actually seems like it has become much worse in the latest couple of snapshots. Villagers more often gets stuck on the edge of doors and ends up spamming them insanely.
Thanks
I could not find any old tickets that were still open and this one is the most recent I could find.
I have created a new ticket
MC-182291This is still present in 1.15.2 and also in the latest snapshots.
My village consisting of 7 villagers has at the moment 10 iron golems. And in other villages I have made, there have been even higher golem/villager ratios.
Maybe it has something to do with the iron golems wandering around and getting out of sight of the villagers when they mingle at the towncenter and therefore the villagers think there arent any golems and spawns in new ones.
First of, this has been a confirmed bug before that was tried fixed in version 1.14.3 prerelease 1.
MC-145863But is not as I have stated in this bugreport including steps how to reproduce.Secondly, if they keep multiplying like that, then you will end up with a village with overcrowding and potential lag from too many entities.
Also, villagers without a bed are unable to get to safety at night.
I dont know if there is a report for this, but a related issue is that villagers who are locked onto something they want to pick up but are unable to, will indefinetly try to do so until the items despawn. This is a problem since it ignores the villagers schedule and will make the villager ignore going to bed at night.
Still present in 20w19a
Still present in 20w19a
Also a player is also able to glitch through a wall when leaving the bed if its pillow end is pointing towards north and the bed is against a wall to the north and west and the nortwestern corner is missing.
See this image as reference. Both villagers and players will glitch through the wall when getting out of the bed.
still present in 20w19a
still present in 20w19a
Edit: Wrong ticket I commented in last time, sorry.
Sleeping villagers still have a smaller render distance in 20w20a.
still present in 20w19a
As of 20w19a they also seem to continue their breeding attemps for a while when they have gone to bed. i.e. they still show lovehearts despite laying in their beds.
still present in 20w19a
still present in 20w19a
still present in 20w19a and they still seem to get stuck on the edges of doors more often leading them to spam the doors more frequently.
still present in 20w19a
still present in 20w19a
still present in 20w19a
Have never experienced them behaving any diffrent than other villagers in earlier versions.
Only diffrence is their lack of being able to aquire a profession.
On bedrock nitwits do have a diffrent schedule than the other villagers though, sure you are not confusing the two games with one another?
Some extra info: In theory this applys to all mobs in that they can hinder other mobs in going to where they want if the first mob is blocking their path. But since mobs usually moves around, this problem fixes itself. But for the Shulkre Mob which remains stationary unless it is provoked to teleport away (if at all possible for it) and the boat which also stays stationary, this poses a problem when a mob is fixed on pathing through it but unable to do so. Also the fact that a mob is unable to push a shulker or a boat.
Perhaps mobs Pathfinding AI should consider the hitbox of other entities as actually blocking a path in the same way as they see blocks.
I'm still observing villagers exhibiting strange behaviour in regards to ledges and stairs/halfslabs and in some cases will take falldamage.
Villagers will normally path down 3 block ledges since they wont take fall damage from these and they generally avoid pathing from taller ledges than that since they'll take damage from a fall greater than 3 blocks.
However if the block at the bottom of the ledge is a bottom halfslab or a stair piece making the ledge 3½ blocks tall, they wont take this into acount and gladly path down from the ledge resulting in them taking falldamage. I.e. they path down 3½ block ledges if the surface they are standing on is a full block and the bototm of the ledge is a half blok. However the other way around will not make them path down.
The following was tested in snapshot 20w19a
Also here's a video of the behaviour https://youtu.be/cu-Wcf_4VMo
I'm not able to reproduce this any longer in snapshot 20w20a.
still present in 20w20a
This is still present in 20w20a
still present in 20w20a
still present in 20w20a