SnuRRe
- snurre
- snurre
- Europe/Stockholm
- Yes
- No
I can reproduce this issue every time I try in 1.14 pre 2, by doing the following:
- Start a new world with cheats enabled, with the following seed: -2848667230427644371
- Do /gamemode creative
- Fly straight up to Y-level 110
- Do: /setblock ~ ~ ~ minecraft:dirt
- The dirt block will get light level 0
The same exact thing happens when testing the same setup at a dedicated server.
Villagers seems to count towards the passive mob cap. If I have a bunch of villagers, no animals will spawn in the world.
Steps to re-produce:
- Create a flat glass world with plains biome
- Create a platform of solid spawnable blocks, watch animals spawn on the platform
- Spawn a bunch of villagers nearby (I spawned 30 in 30 cells)
- Kill of all the animals, and watch the platform. No animals will spawn any more.
- Name tag all the villagers, animals will start spawning again.
This is a major issue, and will affect passive mob spawning a lot.
If you have a villager breeder in you spawn chunks, or a village actually spawn in your spawn chunks, there will be a lot less animals spawning in the world.
And for multiplayer servers, it's enough for one player to have a villager trading mall, and it will stop all passive mob spawning for the entire server.
Villagers and iron golems count towards the passive mob cap
Villagers and iron golems seems to count towards the passive mob cap. If I have a bunch of villagers or iron golems, no animals will spawn in the world.
Steps to re-produce:
- Create a flat glass world with plains biome
- Create a platform of solid spawnable blocks, watch animals spawn on the platform
- Spawn a bunch of villagers/iron golems/both nearby (I spawned 30 in 30 cells)
- Kill of all the animals, and watch the platform. No animals will spawn any more.
- Name tag all the villagers/iron golems, animals will start spawning again.
This is a major issue, and will affect passive mob spawning a lot.
If you have a villager breeder in you spawn chunks, or a village actually spawn in your spawn chunks, there will be a lot less animals spawning in the world.
And for multiplayer servers, it's enough for one player to have a villager trading mall, and it will stop all passive mob spawning for the entire server.
I'm 99% sure I don't have Enhanced pointer precision turned on, and I have this problem with too high sensitivity. Doesn't seem like an acceleration issue in my case, but I might be wrong. Setting ingame sensitivity to around 60-70 makes it almost as before, but still feels wierd.
And in windowed mode, it feels even more wierd.
Will doble check my setting and test some more when I'm at my computer later.
When trapdoors are placed at the top of a block, mobs can spawn on the following types:
- Warped trapdoor
- Crimson trapdoor
- Iron trapdoor
Mobs do not spawn on top the following top-placed trapdoors:
- Oak trapdoors
- Spruce trapdoors
- Jungle trapdoors
- Birch trapdoors
- Acacia trapdoors
- Dark oak trapdoors
Personally, I think mobs should be able to spawn on top of them, when they are placed in the top of a block.
It's kind of the same as other non-full blocks placed in the top position, like upside-down stairs or a half slab in the top position.Either way, it should be consistent with all trapdoors.
When trapdoors are placed at the top of a block, mobs can spawn on the following types:
- Warped trapdoor
- Crimson trapdoor
- Iron trapdoor
Mobs do not spawn on top the following top-placed trapdoors:
- Oak trapdoors
- Spruce trapdoors
- Jungle trapdoors
- Birch trapdoors
- Acacia trapdoors
- Dark oak trapdoors
Mobs did spawn on top of top-placed trapdoors in 1.14, 1.14.1 and 1.14.2, but it was changed in 1.14.3 I believe it was. Not sure if iron trap doors have been spawnable ever since, or if that was re-introduced in 1.16.
Personally, I think mobs should be able to spawn on top of them, when they are placed in the top of a block and are closed.
It's kind of the same as other non-full blocks placed in the top position, like upside-down stairs or a half slabs in the top position.Either way, it should be consistent with all trapdoors.






I don't know if this is seed related, but I can reproduce this issue every time I try in 1.14 pre 2, by doing the following:
The same exact thing happens running the same setup at a dedicated server.
Changing their minds about a major enchantment feature in a .3 "bugfix"-prerelease, after stating in an earlier bug-report that this is working as intended, is not something you shold be doing in my opinion.
I hope this was not the case.
Not sure if it's acceleration, but I have to set the sensitivity down from 100% as I normally used up to 1.14.2, to somewhere around 60%.
Running Windows 10, almost newest build (not 1903 yet).
I'm not sure why this is marked as creative, but all three videos now linked under this issue shows that it happens in survival mode.
Please update, it's an annoying bug that happens all the time as soon as a server lags a little bit(and 1.14 smp servers do lag often)
Affects 1.15.1 too.
The same goes for cobwebs, which used to only reduse some of the fall damage.
Both blocks have a stickyness which makes you fall slower through them, and now that reduces all fall damage for both blocks. Not sure if intended or not?
Affects 1.15.1
^ And when babies do grow up, in the setup in the picture from the previous comment, they clip into the block/corner and escape the cage.
In my opinion, this was fixed the wrong way.
I don't get why mobs should not be able to spawn on them, while placed in the top part of a block, while being closed. The spawning rule has always been that mobs should be able to spawn on top of a block where its top surface extends across the entire top surface of a full cube.