Pedro
- igoticecream
- igoticecream
- Europe/Stockholm
- Yes
- No
The solution of this ticket
MCPE-79359have an undesired side effect when the simulation distance is set at 6 or greater and makes no mob can spawn beyond a radius of 44 blocks. This is the intended behavior on sim 4 but its present on all of them.
To test:
- Create a flat word with sim 6 or greater
- Repeat command block with: execute @e[type=creeper] ~~~ setblock ~ ~-1 ~ concrete 0
- From the above block -> chain command block with: kill @e[type=creeper]
- Repeat command block: kill @e[type=!creeper]
- Afk and check that nothing spawns beyond r44
This issue have a severe impact on mob farms: the area of a circle with r54 is 9161 and with 44 is 6082, minus the area of a circle with 24=1809, thats a loss of 42%
The solution of this ticket
MCPE-79359have an undesired side effect when the simulation distance is set at 6 or greater and makes no mob can spawn beyond a radius of 44 blocks. This is the intended behavior on sim 4 but its present on all of them.
To test:
- Create a flat world with sim 6 or greater
- Repeat command block with: execute @e[type=creeper] ~~~ setblock ~ ~-1 ~ concrete 0
- From the above block -> chain command block with: kill @e[type=creeper]
- Repeat command block: kill @e[type=!creeper]
- Afk and check that nothing spawns beyond r44
This issue have a severe impact on mob farms: the area of a circle with r54 is 9161 and with 44 is 6082, minus the area of a circle with 24=1809, thats a loss of 42%
GoldenHelmet:
Zombified piglins do not spawn from nether portals anymore, im attaching a video [^Minecraft 2021-04-28 20-55-20.mp4]
The arm texture is missing when the piston is waterlogged
Steps to reproduce:
- Place a piston/sticky piston facing any direction.
- Waterlog it.
EDIT: It happens as well with chest, same steps to reproduce. The chest texture dissapears (same as the piston arm). Attaching a screenshot.
The arm texture is missing when the piston is waterlogged
Steps to reproduce:
- Place a piston/sticky piston facing any direction.
- Waterlog it.
EDIT: It happens as well with chest, same steps to reproduce. The chest texture dissapears (same as the piston arm). Attaching a screenshot.
The arm texture is missing when the piston is waterlogged
Steps to reproduce:
- Place a piston/sticky piston facing any direction.
- Waterlog it.
EDIT: It happens as well with chest, same steps to reproduce. The chest texture dis
sapears (same as the piston arm). Attaching a screenshot.
The arm texture is missing when the piston is waterlogged
Steps to reproduce:
- Place a piston/sticky piston facing any direction.
- Waterlog it.
EDIT: It happens as well with chest, same steps to reproduce. The chest texture disappears (same as the piston arm). Attaching a screenshot.
The arm texture is missing when the piston is waterlogged
Steps to reproduce:
- Place a piston/sticky piston facing any direction.
- Waterlog it.
EDIT: It happens as well with chest and ender chest, same steps to reproduce. The chest texture disappears (same as the piston arm). Attaching a screenshot.
Title. To reproduce:
- Create a new world with the experimental toggle enabled.
- Equip an
dElytra and some rockets.- Change gamemode to survival.
- Try to go above y > 320. You can't.
The before 1.19 villager iron golem last seen timer was 30 seconds (600 ticks).
In 1.19 and 1.19.1 pre-releases the timer is 35 seconds (700 ticks).
It appears that the spawn attempt countdown timer is resetting before the last seen golem countdown timer is finishing resulting in the villager waiting for the next spawn attempt, or another 100 ticks.
This appears to be a bug in the calculation order.
A youtube video showing in more detail.
https://www.youtube.com/watch?v=DehjbNoEY30
You can easily recreate this bug by using a repeating command block to kill golems as soon as they spawn and timing the time between spawns.
Code analysis
Code analyses by Pedro can be found in this comment and this comment.
Pedro You are correct, this is in Brain#forgetOutdatedMemories() using Mojang mappings. I think the new code makes more sense though, why would you tick a memory that has been expired? Maybe there is another issue?




Most of my returns to the overworld from the nether ends up in this infinite loading screen, ive to close the game and start it again jsut to find out i spawn 100 blocks again to the portal on the overworld.
I'd like to request this ticket to be re-opened because the release 1.16.20.03 that dropped today have r44 on all simulation distance, when the patch notes indicates its for sim. 4
To test what im saying:
Thanks you. I created a new ticket for this
MCPE-95568A workaround if you want to bring back the 54 max spawn distance by patching the Linux 1.16.20.03 dedicated server while this gets fixed:
still affects 1.16.100.51
affects 1.16.100.51
Its been 13 months, when will this be high priority?
If this is parity with Java, villagers should as well hold the discount forever
@user-189af they have told you what is not true multiple times, ask them to get informed.
Also happens with copper, both variants. Just 1 piece of raw copper with fortune 3 pickaxe. Win 10
Affects 1.17.0.54
Affects 1.17.0.54
It does not happen with a bed, but with a chest. If a chest is placed and then waterlogged, the texture dissapears.
build height Y=320 is for placing blocks, not flying Y limit
I think this issue should be reopened, I tested it on stable 1.18.2.3 and 1.18.20.23 and the mob dies at the same time compared to regular camp fire. I'm attaching proof
I tested this issue with carpetmod's /tick freeze/step and /ai_tracker.
Effectively, villagers are missing the spawning window by just 1 tick, making us having to wait for another 100 ticks to get the golem to spawn.
I compared the Brain class of 1.18.2 and 1.19, the method tickMemories() on 1.18.2 calls memory.tick() first and then memory.isExpired() and on 1.19 is the othey way around, memory.isExpired() first and then memory.tick(). So the information on the video is accurate.
(These are names are from the Fabric mappings, actual names may be different)
Forcing to call memory.tick() first and then memory.isExpired() on 1.19 (Using Fabric's mixins) I get a constant Iron Golem every 600 ticks or 30 seconds (assuming spawn attempt succeded) like we used to.
I do agree with ampolive, looks like the correct way is the one on 1.19 and the extra 100 ticks is not an intended behavior. When I get a free time I’ll try to dig further into it, something is off
Let's suppose we have 3 villagers meeting all the conditions for panic summon a golem. The memory of last seen golem is about to expire and it's the begining of tick when it get's summoned, all 3 memories are 1 and the flow is the following:
This flow causes a desync in the memory between the 3 villagers, so when the next time that a villager can spawn a golem because its memory is 0, it can't because the others are on 1s
This is my theory I could made a mistake. I'm attaching a screenshot of my observations: This is the end of next tick after the golem spawned