Allaiyah Weyn
- likalaruku
- likalaruku
- America/Los_Angeles
- Yes
- No
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18w44a: Villagers spawning in leaves. Always clustering in large groups in small areas of large villages. Golems still getting in the way. Would probably be best if golems didn't spawn in Creative mode.
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18w44a: Superflat village. Villagers spawning in leaves. Always clustering in large groups in small areas of large villages. Golems still getting in the way. Would probably be best if golems didn't spawn in Creative mode.
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18w44a: Superflat village. Villagers spawning in leaves. Always clustering in large groups in small areas of large villages. Golems still getting in the way
. Would probably be best if golems didn't spawn inCreative mode.If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18w44a: Superflat village. Villagers spawning in leaves. Always clustering in large groups in small areas of large villages. Golems either still getting in the way or not spawning in the village at all.
If you expand a village substantially & villagers populate like crazy, they all condense into one section of the village & leave the other parts abandoned. Most of the time, I will see about 20 villagers crammed into a fenced area. They also like to cram into the tiniest houses at night instead of the bigger ones.
On top of this, you end up with too many golems. They bump into eachother & get suck in fenced areas & around wells.
I don't have any suggestions, but it would be great if golems wouldn't spawn in peaceful mode, where they're not necessary. Or maybe make them easy to kill in creative mode.
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18w44a: Superflat village. Villagers spawning in leaves. Always clustering in large groups in small areas of large villages. Golems either still getting in the way or not spawning in the village at all. Created a superflat world years ago with leaves intentionally on every square, because it's fun to dig the villages out. In the more current versions of the game, the villages spawn on top of the leaves instead of inside, & the villagers spawn underneath the houses in the leaves.
Agree with Johnibur on this being a duplicate of
MC-138114
In a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.
https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
I have also tried with without the layer of jungle saplings & get the same results.
In Minecraft 1.12 & lower, you can create massive villages in Superflat by setting the distance to 9 & the size to 100 in presets. In 1.13 & higher, no amount of messing with the size & distance will get the villages anywhere near close enough.
Additionally, trying to create a super village on Superflat with a snow top layer & dark oak saplings in either version will fail to generate & crash.
Superflat
In
a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
I have also tried with without the layer of jungle saplings & get the same results.
In Minecraft 1.12 & lower, you can create massive villages in Superflat by setting the distance to 9 & the size to 100 in presets. In 1.13 & higher, no amount of messing with the size & distance will get the villages anywhere near close enough.
Additionally, trying to create a super village on Superflat with a snow top layer & dark oak saplings in either version will fail to generate & crash.
In a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.
https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
I have also tried with without the layer of jungle saplings & get the same results.
In Minecraft 1.12 & lower, you can create massive villages in Superflat by setting the distance to 9 & the size to 100 in presets. In 1.13 & higher, no amount of messing with the size & distance will get the villages anywhere near close enough.
Additionally, trying to create a super village on Superflat with a snow top layer & dark oak saplings in either version will fail to generate & crash.
In a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.
https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
I have also tried with without the layer of jungle saplings & get the same results.
In Minecraft 1.12 & lower, you can create massive villages in Superflat by setting the distance to 9 & the size to 100 in presets. In 1.13 & higher, no amount of messing with the size & distance will get the villages anywhere near close enough.
Additionally, trying to create a super village on Superflat with a snow top layer & dark oak saplings in either version will fail to generate & crash.
In a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.
https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
http://minecraft.tools/en/flat.php
I have also tried with without the layer of jungle saplings & get the same results.
In Minecraft 1.12 & lower, you can create massive villages in Superflat by setting the distance to 9 & the size to 100 in presets. In 1.13 & higher, no amount of messing with the size & distance will get the villages anywhere near close enough.
Additionally, trying to create a super village on Superflat with a snow top layer & dark oak saplings in either version will fail to generate & crash.
In a very old Reddit post for Beta 1.4.2, Dinnerbone explained why the minimum distance was switched from 0 to 9. But in latter versions, the village generation was not as close-compact as his screencaps.
https://www.reddit.com/r/Minecraft/comments/12lzxj/i_buffed_the_village_size_to_almost_infinite/
The village distance on the same settings increased heavily between Beta & 1.12 & then exponentially by 1.13.
Superflat generators like the one below, last updated in April 2018 according to Archive.org, give out codes for different versions of Minecraft. Either the preset code for villages has changed enough from 1.13 snapshot 18w14b to make the generator partly useless, or the 1.13+ villages are just loading further apart.
http://minecraft.tools/en/flat.php
I have also tried with without the layer of jungle saplings & get the same results.
This is potentially a side effect of
MC-140238, where villages don't seem to spawn at all in Superflat, because I had to tweak the size & distance of villages just to get them to appear as close as they were, & on 9/10 tries in failing to create a supervillage on 1.13 & 1.13.2, no village appeared whatsover.
Converting non-infinite maps from 1.7 creates this boarder I can only call "garbage" that is reminiscent of the old Farlands bordering from legacy versions, but hanging over a void.
Sometimes, when it successfully converts to infinite, it will be below sea level with a massive wall or water surrounding the map.
I've tried to first open these worlds in the version they were created in or various in-between versions. While 1.14 & 1.13 convert the world edge at a normal generating speed, earlier versions rendered the garbage area with severe lag. I've tried this on several old maps by a few different creators.
Converting non-infinite maps from 1.7 creates this boarder I can only call "garbage" that is reminiscent of the old Farlands bordering from legacy versions, but hanging over a void.
Sometimes, when it successfully converts to infinite, it will be below sea level with a massive wall or water surrounding the map.
One 12.2 map converted into chunky blocks like a puzzle.
I've tried to first open these worlds in the version they were created in or various in-between versions. While 1.14 & 1.13 convert the world edge at a normal generating speed, earlier versions rendered the garbage area with severe lag. I've tried this on several old maps by a few different creators.
Converting1.7 or earlier worlds to infinite creates submerged or garbage area borderConverting older worlds to infinite creates submerged or garbage area border
Windows 10, Java, new computer. No mods, no texture packs.
My sun shows up as a giant Shulker skin. (He watches me)
Affected version: 21w15a. Affects all maps or all world generation types.
Operating system: Win 10. Latest 64 bit java version.
My sun shows up as a giant Shulker skin. (He watches me)
Affected version: 21w15a. Affects all maps or all world generation types.
Operating system: Win 10. Latest 64 bit java version.
My sun shows up as a giant Shulker skin. (He watches me)
Affected version: 21w15a. Affects all maps or all world generation types.
Operating system: Win 10. Latest 64 bit java version.
This started with the prior 1.18 pre-release & continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
Edit: This is also effecting Warped Nether Forest.
This started with the prior 1.18 pre-release & continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
Edit: This is also effecting Warped Nether Forest in the same way. It's effect on the Basalt Deltas is really awesome & preferable over normal generation.
This started with the prior 1.18 pre-release & continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
Edit: This is also effecting Warped Nether Forest in the same way. It's effect on the Basalt Deltas is really awesome
& preferable over normal generation.This started with the prior 1.18 pre-release & continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
Edit: This is also effecting Warped Nether Forest & the End Highlands/midlands etc. in the same way. It's effect on the Basalt Deltas is really awesome.
Single BiomeCrimson Forestnot generating properly.Single Biome Nether & End not generating properly.
This started with the prior 1.18 pre-release & continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
Edit: This is also effecting Warped Nether Forest & the End Highlands/midlands etc. in the same way.It's effect on the Basalt Deltas is really awesome.
This started with the prior 1.18 pre-release & this continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
It's effect on the Basalt Deltas is really awesome.
This started with the prior 1.18 pre-release & this continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
It's effect on the Basalt Deltas is really awesome.
This started with the prior 1.18 pre-release & this continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest. It's effect on the Basalt Deltas is really awesome.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
It seems that in the Nether & the End, no Nylium, Netherrack, Nether Wart/block, vines, sprouts, fungus, soul sand/soil, shroomlight, chorus flower/plant, or end stone generate. Everything is covered in grass & water.
This started with the prior 1.18 pre-release & this continues into PR5. It effects old & new maps.
I went to Create New World / More World Options / World Type Single Biome / Crimson Forest & what I'm getting is very cool, but it's not a crimson forest. It's effect on the Basalt Deltas is really awesome. I loaded an old map with a crimson forest & it created a sharp boarder.
On an old map, no crimson forest would generate beyond the boarder originally created. On the new map, no crimson forest generated at all.
It seems that in the Nether & the End, no Nylium, Netherrack, Nether Wart/block, vines, sprouts, fungus, soul sand/soil, shroomlight, chorus flower/plant, or end stone generate. Everything is covered in grass & water.
Allaiyah Weyn, also for you: this is already known. It's fixed for the next version.
Allaiyah Weyn: 18w44a is a Java Edition snapshot. This report is for the Bedrock edition, is closed, and is a duplicate of another report which is also closed. Please try searching again. The reports for Java Edition are all named MC-####. If you can't find a match, make a new report by clicking the red Create button at the top.
@Allaiyah Weyn's old comment accurately describes my experience interacting with the unloaded portions / how little of the world loads and how slowly, and I also get "preparing spawn area" every time I open the same worlds.












I'll add a FRAPS clip. Damn thing is taking forever to upload to Youtube.
I've got a video of it. I haven't seen this bug since beta.
https://www.youtube.com/watch?v=MIJmaeLnarI
Never mind a repost. It would end up beign a duplicate of
MC-2497. It was a flame particle.Yo, I've gotten over 50 spam mails from Jira in the past 3 days. where is the "do not mail" or "unsusbcribe" button?
Oh good, it's not just me.
They all insist on cramming into the tiniest building in the village; not a single villager in a different house.
I can force them to leave, but they always head to the same next house. They also have a bad habit of standing in front of the door to block other villagers from entering.
I have this problem also. It's what happens when the villagers AREN'T all crammed into the same building.
I think this counts as a duplicate for
MC-78.I've had that problem with village stairs & doors since their introduction. The very first thing I do when I encounter a village is in install all the missing stairs & doors. But I think the weird layout is part of the charm. You just need to play handyman to replace missing doors & steps.
Al the people in all of my villages run around in circles indoors whether it's raining or not.
I started getting this on Superflat worlds after the last Snapshot.
I see tons of duplicate reports, but none of them return to vote. I suspect this issue won;t be touched for months.
I've had this problem with baby villagers.
I've seen sheep spawning inside of trees & jungle bushes ever since we got the jungle biomes. Used to be pigs too.
Used that seed, flew to that location. All I saw was a forest.
For me, the Mesa biome does not generate at all. I have gone through over 20 new maps & can't find one anywhere.
Crippling lag when in villages surrounded by trees.
1.7.1 prerelease. It calmed down the past few snapshots, but they've suddenly started cramming into a single building again.
Villagers now spend their full time going into & out of one building. I even made sure the weather was clear.
Had this problem with snapshot 13w43a & the 1.7.1 prerelease.
It doesn't completely freeze; 5 minutes of dirt texture background, 5 minutes of "loading world, building terrain."
1.7.2, it now takes twice as long.
On a good day, it will only take from [18:34:20] to [18:48:22] from launch to load.
I've only begun to get this warning since 1.7.1, along with Minecraft taking 10-20 minutes to load a world.
I'm getting this too....
Client> [18:54:25] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 8186ms behind, skipping 163 tick(s)
In 12.7.1 it took 10 minutes to open a world, instant in 1.7, & 20 minutes in 1.7.2.
Same here. There's more rain than sun. It rains too frequently & it goes on too long.
/weather clear 1000000 only keeps it sunny for a few minutes.
Still freezes after world selection.
Memory: 11 gigs.
Java: 64 bit.
JVM arguments -Xmx2G makes no improvements in loading time.
Keep getting "Can't keep up! Did the system time change, or is the server overloaded? Running 2032ms behind, skipping 40 tick(s)."
I can't use silk touch to get mushrooms in Creative.
Interesting. Makes me with earthquakes would be added to the game.
I'm getting this even at Render Distance 8, though it's not nearly as bad as it was in 14w30b. The delay happens for me just as Adam says, including the doors.
My villagers stay out all night, stay out when it rains, & just seem to ignore houses & doors entirely.
14w34c Just started happening for me in Super Flat.
I miss it when villages would overlap on top of eachother. It felt more like a feature than a bug. They're more fun to renovate.
I'm having this issue as well. I also find that placing the invisible signs creates a few seconds of lag.
Happening in 17w14a. Also, quitting & going into another map causes music to overlap.
1.13-Pre 1 still has this problem.
This is really annoying when you're trying to build underwater in creative mode. You go into flying mode & you want to stay in place as you lay blocks until you chose to move, but every time you look up or down, you automatically swim in whatever direction the reticle is in.
The dolphins are also extremely annoying in creative mode because they bump you when you're trying to build.
I'm having this problem too. No matter how I adjust the music or overall volume of the game, the music is always at top volume.
Having the exact same problem with a vanilla-only 1.12.2 world.
I'm getting this too. & I'm not using any mods. There is no "edit profile" option on the launcher.
I'm having the same issue. Nothing but stars, the sun, & the moon.
I've noticed this when placing water.
Set a ton of saplings on the ground. Place water in the center. There's a slow 27 second delay before the water begins to spread.
Now place a block on the water & destroy the block. The water will take almost as long to stop flowing, & the destroyed block will reappear & then disappear again.
When placing or destroying water, there's a 27 second delay.
If you hit a villager & then place a block, the hit is delayed, & you will be pulled back to the block repeatedly when you try to walk away.
Destroyed leaved & logs sometimes reappear after being destroyed.
I've seen a couple of oaks & acacia in the jungle over the past 3 days.
My map conversion only yielded a void with rain.
Similar to CJ Burkley's account, but offline, & actually loaded after 3 minutes of listening to villagers sighing & slamming doors.
On the plus side, the extreme action/reaction lag from the last snapshot has dropped from 30 seconds to 3 seconds.
Edit: On the 2ed reload, there was a large chunk of the world missing. I could fly into the void, but if I tried to fall, it could draw me back up & drop me over & over in a loop. There was also water on a few village rooves.
On the 3ed reload, only a very small portion of the world loaded.
Time loop: Trying to leave the map by stepping into the void OR stepping on a block suffering from placement lag (up to 30 seconds after setting a block) causes you to be pulled back to the last block you stepped on & any movement, even if it's just looking in a different direction, will cause the game to sort of rewind any time you try to move. (Rubberbanding).
Had the exact same problem in a flat world jungle.
Yup. On Superflat worlds with huge villages, This is still a problem in 18W45A. Also, I have a superflat world where hedges are underneath the houses, & the villagers are spawning inside the leaves in large clusters.
Having this problem in 18w44a. I have a Superflat world where houses have spawned on top of leaves, & the villagers are spawning in ridiculous populations inside the leaves.
I've had this since 1.13.2. There will be single random blocks of grass, tree stumps, or saplings emitting light in a pitch dark forest at night.
Had this problem since 18w44a. You place a block, it disappears, it reappears. You hit a villager, it takes 30 seconds for them to respond. If you fall when a block disappears & then happen to be in the same place when the block reappears, you get stuck in a time loop.
MC-132135MC-138114MC-132135MC-138114Not enough info, but a duplicate of
MC-138114MC-132135MC-138114MC-132135MC-138114Same as
MC-138114I'm now seeing that the chunk load culling is only happening to my older converted maps. But freshly created worlds for the latest snapshot still have issues with rubberbanding, the loading taking awhile, & blocks disappearing & reappearing after being placed or destroyed.
I have been trying to create buffed supervillages that are very close together, & while I can occasionally get a few villages barely in eyesight of eachother, most of the time I get no village at all.
MC-140503This only effects Superflat on 1.13 & after, but not 1.12 or older. I don;t know if my issue is a duplicate but I do think it's related/side effect.I'm having this problem on Single Player/Peaceful, trying to place a slab road. I tried flushing out invisible entities with water, but nothing is there. I also don't hear anything, like a chicken or a villager that could be standing there. I've got a strip of 3 blocks in a row where you can place under & 2 blocks over.
Download: https://ufile.io/lbx5l Screencap of the location included in the file. (BTW, NEKO's piston trick worked. After I ran a piston over all 3 blocks in a row, I was able to place the slabs on top).
I've encountered both random light in the desert at night from sand, & random darkness on sand during the day.
This effects old-style villages with no Workplace Blocks, as well as new style villages that players have completely renovated & removed all Workplace Blocks. Players playing on older maps can solve this problem themselves by placing Workplace Blocks, beds, & bells. (https://minecraft.gamepedia.com/Villager#Workplace_blocks
Fixes the following wandering/breeding/working behaviors:
*Farmers are on strike. Everyone's too busy holding hands & gossiping to get any work done. (Unemployed wandering Nitwits)
*Teenagers don't respect bedtime curfew. (No beds).
*Villagers have taken a sudden liking to exploring nearby pyramids with their cats & dancing around pools of lava. (unemployed wandering Nitwits)
*Pied Piper must have come & taken all the children away, because there aren't any. (No bell)
*Villagers throwing massive pool parties in lakes. (unemployed wandering Nitwits)
Does not fix the following problems:
*Villagers having Jacuzzi parties in the town well.
*Villagers hanging out on church rooftops & accidently bumping eachother off.
*Villager stable horses break-dancing on the troughs.
*Traveling salesman getting lost in pyramids.
*Traveling salesman packmule blocking doors.
*Traveling salesman getting lost in lakes.
*Villagers blocking doors.
*Overpopulation in massive player-built cities.
*Golems hanging around back patios & farmland.
*Too many golems in close proximity to eachother.
Since I sprint while dig-building, I've noticed this too. I ask myself, if I'm sprinting, why am I digging at a near walking pace?
You should always save a copy of the world file in a backup folder & then replace it when things go wrong & run it on the last stable version of the game that the world worked on.
19w14b. Trying to make a decorative well; the water goes through the stairs as if they weren't even there.
I'm having this issue as well. There are over 20 buildings in the village & 99% of the villagers will cram into the same house at night. Not just any house....The smallest one in the village.
I've been having problems with golems for years.
*Overpopulating in large player-built cities.
*Too large to fit through tight spaces.
*Colliding with eachother * blocking paths.
*Constantly getting stuck on top of fences & walls.
*Loitering on farmland.
*Always in your way when you're building.
*Completely unnecessary in Creative.
No mods, I play vanilla with no mods & no texture packs. None of the map creators mention the use of mods in creation either, & none of them require mods to be added.
Had a map created in 12.2 corrupt badly after optimizing as well.
These were handmade projects from Planet Minecraft that creators spent months to years working on.
Usually when I convert these, various biomes will generate around the boarder. The problem now is that I'm either getting water, void, or farlands on the boarders instead of biomes. I've tried regenerating them a few times to see if it changes.
I'm actually having this problem. I generated 6 new worlds & wandered for quite awhile, & not a single one of them generated even a chunk of fortress in the Nether.
I'm having this issue on Bedrock Windows 10 desktop.
1.16.2 it's still the case.
This completely ruins the fun of building bridges linking fortresses together. I spawned a world with one fantastic fortress, then spent 2 hours looking for another in any direction, flying in creative, tunneling through netherack & bassalt, & never found one. Found lots of bastions though.
A second world yielded 2 fortresses & 7 bastions in the same allotment of time.
I've been searching for fortresses in Creative, tunneling through rock surfaces & hugging the lava. Ever since bastions were introduced, they've been much harder to find, whereas bastions are plentiful.
When they can be found, the distance them is more substancial with each update. They were easiest to find before the basalt biomes were introduced, though I currently find them hugging basalt more often than not.
My sun shows up as a giant Shulker skin. (He watches me)
Affected version: 21w15a. Affects all maps or all world generation types.
Operating system: Win 10. Latest 64 bit java version.
Card: NVIDIA GeForce GTX 1050 (EVGA).
Vanilla Minecraft. No mods or texture packs. Self-created map made in affected version.
See attachment box.
Having this problem on Windows 10 as well.
Having water & grass in The Nether & The End is genuinely cool. Honestly wish these could be saved as new single biome world generation options.
For me, it is effecting Nether & End, & all varieties of them, & cave worlds only generate cave floors.
Looks awesome. Could not reproduce, sadly. I wanted to make one before it was fixed.
This is still an issue. I'm unable to generate anything but grass, stone, Nether Brick, Bone, & water in all Nether-related Single Biome buffet worlds, as well as End-related worlds. Had to go all the way back to 1.17.1 to get these world types to generate properly again.
Getting this only with newly generated worlds. Old maps from prior snapshots are not crashing.
More prone to crashing in the Nether.
It's happening again. I created a single biome warped forest biome, & there's grass everywhere. 1.19.4
Only got this with a few pieces of content, but they consistently refuse.
It's not the downloading where they fail, but importing.
Tinker's Construct Lite by FTB.
Lush Bath Bomb Add-On by Minecraft.
Fantastic Fairgrounds by Minecraft.
Trial Chamber Legends by Minecraft.
This is also an issue on Ecosia 11.1.1, a Chromium-based web browser for Android.
Kindle Fire Max tablet. Fire OS 8.3.3.1.
Seen a duplicate post claiming issues on Chrome, Firefox, Zen browser, & Samsung phones.