Alex Galaitsis
- WeirdWilliam
- weirdwilliam
- Europe/Stockholm
- Yes
- No
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
IMPLICATIONS: Over the span of 10-20 Minecraft days, all current iron farm designs for 1.14 will be effectively broken
. It may alsoaffect the mechanics of naturally-spawned villages.Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
I then tried some different things, like adding bells, cycling them through work times, etc. Bells seemed to give no improvement, but it seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
IMPLICATIONS: May affect the mechanics of naturally-spawned villages. May affect iron farm designs.
Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
I then tried some different things, like adding bells and/or workstations, cycling them through work times, etc. Bells seemed to give no improvement, but it seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
IMPLICATIONS: May affect the mechanics of naturally-spawned villages. May affect iron farm designs.
Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they seemed to never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
I then tried some different things, like adding bells and/or workstations, cycling them through work times, etc. Bells seemed to give no improvement, but it seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
IMPLICATIONS: May affect the mechanics of naturally-spawned villages. May affect iron farm designs.
Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they seemed to never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
I then tried some different things, like adding bells and/or workstations, cycling them through work times, etc. Bells seemed to give no improvement, but it seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
IMPLICATIONS: May affect the mechanics of naturally-spawned villages. May affect iron farm designs.
Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Summary: When villagers sleep at night in a set of tiled beds, there seems to be a fairly high chance that any given villager will spontaneously stand up during the night. After they have stood up during a night cycle, I observed that they seemed to never slept in that bed again during subsequent nights. Instead, they stood on or near it throughout these later nights.
To Produce Effect: I produced this result in both a flat world and a normal random map seed world. I placed a set of tiled beds in a 3x8 row, 24 beds in total, and surrounded the beds with a 2-high wall of glass around their perimeter. I then spawned 24 villagers into this bed chamber and set the game to night. This initial night time, all villagers successfully bonded to a bed within the glass chamber and slept in it. After 2 or 3 times cycling from night to day, by the 2nd or 3rd night, when I waited up to a few minutes during the night, I observed villagers standing up out of their bed. Setting the time to day and then night again, I observed the villagers that had stood up during the night never sleeping in their bed again, even after I tried setting it from day to night several more times.
I then tried some different things, like adding bells and/or workstations, cycling them through work times, etc. Bells seemed to give no improvement, but it seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
IMPLICATIONS: May affect the mechanics of naturally-spawned villages. May affect iron farm designs.
Image: Please see the attached image, wherein I observe villagers who are permanently unable to sleep in the bed they initially bonded to in a prior night time.
Employed villagers sometimes un-bond from an existing workbench within 2 blocks, letting another nearby unemployed villager bond to that workbench.
Summary: In a trading hall setup, where villagers in individual 1x2
or1x1 cells have bonded to a workbench adjacent to them, they will sometimes (it seems to be after a few days) un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can then bond to the workbench.To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. [See screenshots of the villager holding cell and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- (I'm not sure whether this step is necessary.) In the villager workday times between 2000 and 9000 in the Minecraft day, give the new villager a profession one or two times, by placing a workbench next to it and then breaking it so it's unemployed again. The villager can be in a minecart but with an open path to the other villager's workbench.
- Keep advancing through several days of Minecraft time. Try at least 4 x [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night]. When I reproduced this multiple times, I was trading with the villager in the cell each day to lock out at least one trade.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: This bug has been observed by me, and reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes (it seems to be after a few days) un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. [See screenshots of the villager holding cell and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- (I'm not sure whether this step is necessary.) In the villager workday times between 2000 and 9000 in the Minecraft day, give the new villager a profession one or two times, by placing a workbench next to it and then breaking it so it's unemployed again. The villager can be in a minecart but with an open path to the other villager's workbench.
- Keep advancing through several days of Minecraft time. Try at least 4 x [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night]. When I reproduced this multiple times, I was trading with the villager in the cell each day to lock out at least one trade.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: This bug has been observed by me, and reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes
(it seems to be after a few days)un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can then bond to the workbench.To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. [See screenshots of the villager holding cell and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- (I'm not sure whether this step is necessary.) In the villager workday times between 2000 and 9000 in the Minecraft day, give the new villager a profession one or two times, by placing a workbench next to it and then breaking it so it's unemployed again. The villager can be in a minecart but with an open path to the other villager's workbench.
- Keep advancing through several days of Minecraft time
. Try at least 4 x[Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night]. When I reproduced this multiple times, I was trading with the villager in the cell each day to lock out at least one trade.- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: This bug has been observed by me, and reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. [See screenshots of the villager holding cell and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed.
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed. [See attached video file]
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed. [See attached video file]
- If the first villager was a Novice, kill the the second villager that has bonding to its old workbench. Watch the first villager try to re-bond to the workstation, and you may observer the "flickering" issue as it tries to pick up its workstation again. [See second video file attachment]
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
Also see the YouTube video I made about this: https://youtu.be/Qpw5ub2TR_A
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed. [See attached video file]
- If the first villager was a Novice, kill the the second villager that has bonding to its old workbench. Watch the first villager try to re-bond to the workstation, and you may observer the "flickering" issue as it tries to pick up its workstation again. [See second video file attachment]
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.
Trading Halls are non-viable. Employed villagers sometimes un-bond from an existing workbench within 2 blocks, letting another nearby unemployed villager bond to that workbench.
Trading Halls are non-viable. Employed villagers sometimes un-bond from an existing workbench within 2 blocks,letting another nearby unemployed villager bond to that workbench.Trading Halls are non-viable. Employed villagers sometimes un-bond from an existing workbench within 2 blocks, cannot re-bond unless moved 96 blocks away and back..
Trading Halls are non-viable. Employed villagers sometimes un-bond from an existing workbench within 2 blocks, cannot re-bond unless moved 96 blocks away and back..Trading Halls are non-viable. Employed villagers sometimes un-bond from an existing workbench within 2 blocks, Apprentice+ ranks cannot re-bond unless moved 96 blocks away and back.
Summary: In a trading hall setup, where villagers in individual 1x2 (and possibly 1x1) cells have bonded to a workbench adjacent to them, they will sometimes un-bond from the workbench. Being trapped in their cell next to the workbench, they will stop unlocking their trades off their previously-bonded workbench. Other nearby unemployed villagers can also then bond to the workbench.
Also see the YouTube video I made about this: https://youtu.be/Qpw5ub2TR_A
To Reproduce: (I hope you can reproduce. I've heard several people report this from my trading hall tutorial and have reproduced it myself.)
- Place a villager in a 2x1 cell surrounded by solid blocks, with 1-wide by 2-tall opening with a workbench on the bottom half of the opening and a trapdoor, slab, or nothing on top of the workbench. I've tried this with a lot of variations and they all enable the bug. [See screenshots of the villager holding cells and the second villager in a minecart nearby who has picked up the workstation after the first un-bonded from it].
- Make sure they have bonded to the workbench. This bug should manifest whether you advance their profession past Novice and they have refreshed their trades a few times, or whether they have never been traded with.
- Place an unemployed villager outside the cell, but still able to path-find to the workbench the initial villager has bonded to. The villager can also be in a minecart. This second villager is not required, but helps illustrate the issue.
- Keep advancing through several days of Minecraft time using villager-related times of day. [Time Set 0, Time Set 2000, Time Set 6000, Time Set 9000, Time Set Night] The un-bonding can happen after a few days or even up to 20 days, in my experience.
- Observe that eventually the villager in the cell will un-bond from its workbench, and the new unemployed villager will suddenly become the profession type associated with that workbench. This other villager will also walk over and work at that workbench, which the original villager in the cell will be unable to work at it or unlock their trades. If the villager in the cell was still a Novice, they will become unemployed. [See attached video file]
- If the first villager was a Novice, kill the the second villager that has bonding to its old workbench. Watch the first villager try to re-bond to the workstation, and you may observer the "flickering" issue as it tries to pick up its workstation again. [See second video file attachment]
Implications: This bug may break any sort of traditional organized trading hall setup. Even an open room full of workbenches and wandering villagers could result in all of them eventually un-bonding and failing to unlock trades.
Reference: Please see the video file I've attached to this report. This bug has been observed by me, and also reported by several people in the trading hall setup from this tutorial: https://www.youtube.com/watch?v=Lk3yLDCDdRA Note that after 1.14.0, the hall was modified to place a slab or trapdoor over the workbench instead of between the villager and workbench, to allow open path-finding that the villagers now require. See also the screenshots.




I made a tutorial about this yesterday: https://www.youtube.com/watch?v=n7zaygXTdMA
And I agree. Overall this seems intentional because most of the trades are discounted in a way that seems balanced and reasonable, and it's a really neat game mechanic. HOWEVER, a handful of the trades at their current discounted value are exploitable. The "Buy a bookcase, break it and sell the books" exploit for infinite emeralds is perhaps the best example. So, it may at least need tweaking.
Edit: Oh, and hi Lawrence!
I've been trying different things, like adding bells, cycling them through work times, etc. It seems like if they're bonded to a workstation around the perimeter of the bed chamber then their sleeping in the bed becomes more reliable but I'm still seeing them pop up at night and then have issues returning to beds. This is especially true for bunk-beds. I wonder if their pathfinding around during different times of their workday makes them more able to get back into their bed?
I just reproduced it again using a slightly different holding cell for the initial villager, and I didn't trade with this villager at all after it bonded to the adjacent lectern. I added the second free villager, placed and broke a blast funace workbench for it a couple times and it went unemployed again. Then I put this second villager in a minecart nearby and advanced the times of day. At a certain point, when I advanced from time 0 to time 2000, they swapped the workbench, so the one in the trading hall cell lost its bond and the second villager claimed the lectern workbench instead.
I'm really not sure if the minecart is necessary, or even giving it a profession briefly before breaking its workbench right away, but bringing additional villagers in on minecarts is how most trading halls are assembled. If this issue arises from the villager in the trading hall cell somehow feeling like it momentarily lost its pathfinding to its workbench, such that it has to give up its bond, it is really strange that this is happening in a 1x2 space next to the workbench. The villager in the holding cell is standing on pressure plates, as per my trading hall setup, but I don't see how that would matter either.
Here's a video of me reproducing this issue. A villager bonded to an adjacent lectern is in a 1x2 cell as one would need for a trading hall to allow villagers to pathfind to a workbench. He is just standing on grass. Another unemployed villager is wandering nearby. I advanced the time of day between 0, 2000, 6000, 9000 and 13000 over and over. Eventually the first villager un-bonds from the lectern and the second villager then claims the lectern.
It can happen after cycling the times 2x, or after cycling through the times 20x, seemingly in a random fashion. I'm not sure if it's related to exactly where the villager is standing in relation to its lectern, or what. It can happen whether the villager is a Novice or higher in their profession. The villager often seems to not pick up its workstation after losing it, even if the second villager is killed, but sometimes it does re-bond. :/
I'll probably be doing a tutorial about this soon for YouTube in case this feature stays in the final release, but wanted to include this clip.
Workbench Bug.mov
Last comment, hopefully. I've found that if the villager has a 2x2 space to walk around in next to the adjacent workbench, then I haven't been able to reproduce this bug. Any smaller the space, and the villager can un-bond from its workbench and then have a hard time re-bonding to it unless I break and re-place the workbench in the same space.
I've also seen this. In our nether hub on our map, there is a ceiling that is open the nether on top and spawnable for ghasts. When they spawn off the top of the outside of our hub, the bottom parts of ghasts get stuck in the ceiling, so their tentacles are just sticking down into our hub room and they can't leave until they de-spawn.
Here's another YouTuber's video about this: https://www.youtube.com/watch?v=TXei5-fAxZ0&t=3s
Might not add much at this point, but please see the video I made about this issue: https://www.youtube.com/watch?v=Qpw5ub2TR_A
I think I'm mistaken about their re-bonding ability, toward the end, because the more I test, it seems like villagers who are ranked up past Novice have to be transported at least 96 blocks away from their old workstation and then back again, to be able to detect it as a candidate for re-bonding.
That attached video of the villagers flickering in and out of their professions is awesome, btw. Very good capture of that behavior.
dojofemy, what version are you using for this? 1.14.2? I wasn't able to get them to re-bond by breaking and replacing the workstations, but I'm wondering if it's because I didn't leave blocks free on either side of the workstations. Out of curiosity, what are the buttons for in your build? Your build looks sort of like a combination of WeirdWilliam's and Cortezerino's!
This issue seems to have been fixed in the 1.14.3 pre-release 1 and was actually redundant with some other bug reports on this topic. Thanks guys!
This issue seems to be fixed in the 1.14.3 pre-releases. Thanks guys!