Tovitik
- Tovitik
- tovitik
- Europe/Stockholm
- Yes
- No
In a word with a village that I have a low popularity, I have bought more than a full stack of bottle o' enchanting from clerics without attacking them anymore, and the iron golems still attack me, even if they were newly-spawned. My popularity is somehow not increasing at all.
Village populationdoesn't increaseVillage popularity doesn't increase
In a word with a village that I have a low popularity, I have bought more than a full stack of bottle o' enchanting from clerics without attacking them anymore, and the iron golems still attack me, even if they were newly-spawned.
My popularity is somehow not increasing at all.In a word with a village that I have a low popularity, I have bought more than a full stack of bottle o' enchanting from clerics without attacking them anymore, and the iron golems still attack me, even if they were newly-spawned. As far as I can tell, my popularity is somehow not increasing at all.
In 1.14.3, Pillager patrols spawn less often then they do in 1.14.2, and that is expected.
However, ever since since upgrading from 1.14.3 to 1.14.4, I have never seen even one pillager patrol spawn, even after hundreds of miecraft days.
However, Pillagers still spawn in pillager outposts normally.In 1.14.3, Pillager patrols spawn less often then they do in 1.14.2, and that is expected.
However, ever since since upgrading from 1.14.3 to 1.14.4, I have never seen even one pillager patrol spawn, even after hundreds of miecraft days.
The doMobSpawning gamerule is set to true, and the difficulty is set to hard
However, Pillagers still spawn in pillager outposts normally.
In 1.14.3, Pillager patrols spawn less often then they do in 1.14.2, and that is expected.
However, ever since since upgrading from 1.14.3 to 1.14.4, I have never seen even one pillager patrol spawn, even after hundreds of miecraft days.
The doMobSpawning gamerule is set to true, and the difficulty is set to hard. I was searching for patrols at night in a plains biome, and it is completely unlit.
However, Pillagers still spawn in pillager outposts normally.
In 1.14.3, Pillager patrols spawn less often then they do in 1.14.2, and that is expected.
However, ever since since upgrading from 1.14.3 to 1.14.4, I have never seen even one pillager patrol spawn, even after hundreds of miecraft days.
The doMobSpawning gamerule is set to true, and the difficulty is set to hard. I was searching for patrols at night in a plains biome near a village, and it is completely unlit.
However, Pillagers still spawn in pillager outposts normally.
Scenario: A skeleton shoots an unprovoked zombie pigman while a player is nearby.
Expected Behavior: The Zombie Pigman will attack the skeleton. If it kills the skeleton, it will return to normal.
What actually happened: The Zombie Pigman attacks the skeleton as expected, but after killing the skeleton, it will attack the PLAYER, even if the player never attacked/provoked the zombie pigman.
This is the case with any mob (or other players), not just skeletons. This is a problem because it leads to unprepaired and "innocent" players being attacked. This needs to be fixed.
Scenario: A creeper is ignited with flint and steel or commands. Using the /data command, their ignited nbt tag is set to 0b. Then, the data command is used to determine the value of the creepers ignited nbt tag.
Expected Outcome: SInce the ignited nbt was manually set to 0b, its value should be 0b.
What Actually Happened: The ignited nbt tag is still equal to 1b.
I have tested and confirmed this. I attached a gif showing this behaviour. Also, for reference, there are NO other creepers in the world I tested, and I made sure of that. The doMobSpawning gamerule is set to false.
Java Edition, all
versionsJava Edition, all platforms
In 1.16, it seems that fire can no longer be put out with a sword or a trident in creative mode.
Scenario: A block is on fire. In creative mode, I click on the fire to extinguish it while holding a sword/trident.
Expected Outcome: The fire is extinguished.
What Actually happened: the fire is still present, and can only be extinguished if I switch to something that is not a sword/trident.
I am assuming this is a bug, because being able to extinguish fires without accidentally destroying blocks or wasting valuable time to switch slots is vital to putting out a fire before it spreads.
Additionally, the release notes never mention that this was an intentional change.
In 1.16, it seems that fire can no longer be put out with a sword or a trident in creative mode.
Scenario: A block is on fire. In creative mode, I click on the fire to extinguish it while holding a sword/trident.
Expected Outcome: The fire is extinguished.
What Actually happened: the fire is still present, and can only be extinguished if I switch to something that is not a sword/trident.
Steps to Reproduce: Ignite a fire in creative mode. Then, try to extinguish it while holding a sword or a trident.
I am assuming this is a bug, because being able to extinguish fires without accidentally destroying blocks or wasting valuable time to switch slots is vital to putting out a fire before it spreads.
Additionally, the release notes never mention that this was an intentional change.

I was not talking about village population, I was talking about village POPULARITY. Completely different.
According to the wiki, "Trading with a villager for the last offer slot on their list" Gives +1 popularity. As I stated above, I did their last offer slot (buying bottle o' enchanting, which is their last offer) more than 64 times, yet iron golems are still attacking me unprovoked.
@violine1101 I have updated my post to answer your questions
This problem could be in all worlds, though it could also be an issue with the specific world that I am playing in. If needed, I can upload this world.
Also, wandering traders spawn periodically in this world. I looked in the level.dat and did not see any data entry regarding patrol spawning, but I did see entries regarding wandering trader spawning.
This is intentional behavior. As part of their "supply and demand" A.I., if an item is being bought enough, there is a chance that the price will increase.