JL
- starshadesjack
- starshadesjack
- Europe/Stockholm
- Yes
- No
Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
[edit]
The problem is less the despawn itself and more the fact they take their loot with them.
Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
[edit]
The problem is less the despawn itself and more the fact they take their loot with them.Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
edit
The problem is less the despawn itself and more the fact they take their loot with them.
Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
edit:
The problem is less the despawn itself and more the fact they take their loot with them.
Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
edit:
The problem is less the despawn itself and more the fact they take their loot with them.Even though their "no despawning" boolean is set true upon picking up item drops (e.g. dead player's inventory), a zombie, zombie pigman, skeleton, or wither skeleton will still despawn if the game is set to peaceful.
The problem is less the despawn itself and more the fact they take their loot with them.
"Persistent" Mobs Still Despawn on Peaceful Switch, Take Loot With Them
The problem isn't necessarily that they de-spawn, but that they take their pilfered loot with them. It's not unlikely for a person to die and then swap to peaceful to make getting their stuff back easier. I don't personally, but it's not something that never happens.
I have amended the report to reflect the issue more accurately.
@Void_Concept
I did not encounter the same fortuity in my research and, logically, I can't understand how you encountered it yourself.
As far as I can tell, Chunk entity information isn't selectively written. It's more of a "wipe-clean-and-rewrite" process. Meaning if villagers don't load their serialized buyB data but still save back to file, that buyB data is lost for good.
I've done a lot of fiddling with villager NBT via NBTExplorer. I've injected my own buyB tag into a trade, saved, loaded up Minecraft, quit, and re-examined the data in NBTExplorer. The tag ceases to exist. Ergo, I'm inclined to say that the common case will be irreparable loss of trade data for any loaded villager.
In regards to why you still found remnant buyB tag data in world saves, I'd guess you might have been peeking at data for villager entities that have not yet been loaded in game.
Started up a brand new world in 1.14 release (seed: -7788141165841699715), was greeted by fish and squid and drowned.
However, in one of my actual play worlds that I started back in 19w snapshots and updated all the way, aquatic mobs no longer seem to spawn as of the last couple pre-releases and 1.14 final.
I'm not sure why aquatic mobs can spawn in worlds made in the latest snapshots or the final release, but not in worlds ported to the newer versions. (Though I only have two data points corroborating this.) If it were a format issue between versions, that shouldn't stop the spawning of new mobs. If it were a code bug or exception, they likely wouldn't be spawning at all, regardless.
TBH, I wonder if this could be reference related. Maybe aquatic mobs aren't getting removed from the game properly and so they are counting towards their mob cap without being physically present. This would explain why I'm greeted by fish in a brand new world, but finding nothing in my older one.
However, I don't have any tangible proof of that, aside from searching my play world's NBT with NBTExplorer and finding evidence of fish mobs in the NBT. Could be meaningful, but I won't insist it is.
Commenting to say that I opened my prior mentioned from-19w world (which has not seen an iota of aquatic life) in 1.14.1 pre1 and found squid and salmon spawning in their usual river spots.
This might have been fixed, either intentionally or incidentally (perhaps tangentially related to
MC-147890?). Emphasis on "might". Correlation does not necessarily imply causation, so would be nice if Adam or Val could confirm or deny if their worlds are fixed now too.This is intended behavior, or at the very least not unintended behavior. Illager patrols spawn
within 200 blocks of a recognized villageso long as the biome type, sky visibility, block type, and light level meet spawn conditions. The game has no built-in notion of "player property" so if a player's builds are withinthat range of a villageareas meeting those conditions, Illager patrols can and will spawn within it.Illagers are also innately hostile mobs and will attack the player on sight if within range. Being part of a patrol may change their movement AI, but it does not affect this hostility.
[edit] According to others on this jira, apparently illager patrols are unrelated to village proximity and will simply spawn where the conditions are valid. Apparently, this is developer intended, though I have yet to find where an actual developer says this.
Can I call confirmed for 1.14.2 pre-3?
I still keep getting Ominous Banners that don't stack with each other. Oddly, every time I update to a new snapshot, it seems like the existing ones that don't stack now stack and some new unstackable one happens.
Still an issue in 1.14.2 pre-4 for me.
[edit] Beacon particles, anyway. I have not ever put on a turtle helmet so I can't speak to that.
Can also confirm in 1.14.2 pre-4 that I can "trap" myself in a Fence Gate by closing it while moving through it, resulting in this player movement pseudo-soft-lock.
This is probably more speculation than anything, but has anybody looked at the Wandering Trader's AI vis-a-vis villager AI?
Apparently, the trader's NBT data stores a "WanderTarget", an XYZ tuple representing a spot the trader is trying to get to.
I wonder if, perhaps, the trader is "required" to go to these spots in much the same way villagers are "required" to go to job sites or home at certain times of day, and begins running faster and faster to try to get there.
In a number of cases, it's probably a nonissue since vanilla terrain is benign enough that it's likely going to pick an easily reached spot. But, if a trader spawns within a player's turf that's particularly "exotic" in design, it might be continually trying to reach places it just simply can't get to, and ends up frantic.