Anybody else playing on a server having problems with their villagers despawning? It seems to happen to me when I restart the server: I went into town and noticed one of my Librarians missing, restarted the server to see if it would help, and when I logged back in, another Librarian was gone (the villagers are all named, so I knew these two specifically had vanished).
They might have glitched through, or into, a wall and either escaped or died. Or they could have been hit by lightning and turned into a witch, then despawned. Or maybe they got zombified in a zombie siege and then despawned?
I have noticed the occasional missing/new villager in my underground iron farm, but I can't figure out how a villager could have escaped or died in that farm (it is underground after all, and the only way in or out is an iron door, which villagers/mobs can't open). Fortunately none of the 4 villagers I have trapped in the corners have gone AWOL (yet), because those keep all my doors valid, and they have the best trades.
The second time it happened the villager was literally on screen when I logged off and rebooted the server, and then gone without a trace when I logged back in, so he didn't have time to get hit by lightning or eaten by a zombie. So it must be some kind of a glitch where the game forgets to respect whatever it is that keeps various mobs from being despawned, but I wonder whether it's actually related to server restarts or whether that's incidental. Probably the latter and I just got phenomenally lucky (?) to witness it happening first hand.
I remember a problem Etho had with a particular villager where it would be gone every time he shut down the world then came back. It turned out he had a corrupt chunk and it wouldn't save any changes to the chunk.
But I think that's a rare exception. Most instances of a disappearing villager is due to what Courageous_Marinade said.
I had another thought: I've cut the population limit (number of doors) in my village quite heavily since the last influx of villagers; could this be causing some villagers to be despawned whenever the world is reloaded?
I think I've seen iron golems despawn when the population limit dips below the amount required to sustain them, but I can't really be sure they didn't just get killed and not reappear.
This has definitely been happening to me recently, I know because I've been trying out villager breeding and Ive been sectioning villagers off. I had a bunch of villagers, each in a minecraft and enclosed by fences. Out of over a dozen, four disappeared, along with the minecarts they were in.
Last night I finished a new breeder system, and I had two enclosed chambers (I was separating the librarians from the rest). This morning, all gone. And those two chambers were on top of lit platforms so I don't see how they could have been reached by mobs or had mobs spawn on them...
And ditto this is on a survival multiplayer server.
**EDIT** Haha okay so literally while I'm writing this I'm afkd at the breeding chambers I mentioned, and turns out there was this one block around the back of the chambers that was letting zombies get at them, so that explains what was going on there. So turns out that one was my bad...
However, still cant explain how villagers in minecarts vanished out of enclosed fence areas, I still think that is obviously some kind of glitch/bug
I had some problems a few weeks ago with a rendering glitch. In my trading mall, I have several "spare" villagers sitting in carts in holes in the floor as a temporary measure. Suddenly one day I log in while in the mall and several of them are missing! I've seen zombies try and fail to attack them in this position (there's a slab above their head stopping anyone from falling into the same hole), so they probably weren't eaten, and there should have been no way for them to glitch into a wall and suffocate. I logged out, restarted my launcher and client, and logged back into the realms server...and the villagers were back. Just a stupid client-side rendering glitch making them not appear on screen, they were all fine.
Rollback Post to RevisionRollBack
"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
I suspected either a rendering or server glitch when my first villager disappeared, that's why I restarted everything. Unfortunately it just caused another villager to vanish. I haven't restarted my server since this happened and haven't experienced any villagers randomly vanishing either, though that's obviously not really proof positive of anything.
I've had the problem twice I found a village built a home near enough to it and then poof villagers disappeared one by one. I'm now in an empty village but at least I have a villager next door to me and one behind me a good distance back. It what's causing the disappearing I like having them around. Is it cause I built a home near the village
I remember a problem Etho had with a particular villager where it would be gone every time he shut down the world then came back. It turned out he had a corrupt chunk and it wouldn't save any changes to the chunk..
As I brought up in the java:Updates subforum, 1.14's snapshots turn mobs invisible and invincible when dying by them and undo it when dying by them a second time. Could this be related to corrupted chunks, since you imply Etho's villager vanished and then reappeared?
May 2019 Java edition ... I have villagers disappearing. I have 4 villaged - 2 plains, 1 mountain, and 1 desert. All of them are abandoned. I have animals disappearing. I named them and they disappeared. Does minecraft monotor these boards?
It's the #1 most up-voted bug of all timeand the community fixed it properly years ago. Those two facts combined could be evidence that Mojang has failed to fix the bug all these years neither because they're incompetent nor because they have more important things to do; they just won't fix it.
At the same time, they also refuse to talk about it, so don't expect it to ever be fixed (like a mountain of others, e.g. MC-00000000000000004).
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
It's the #1 most up-voted bug of all timeand the community fixed it properly years ago. Those two facts combined could be evidence that Mojang has failed to fix the bug all these years neither because they're incompetent nor because they have more important things to do; they just won't fix it.
At the same time, they also refuse to talk about it, so don't expect it to ever be fixed (like a mountain of others, e.g. MC-00000000000000004).
I think it is quite shameful of Mojang to ignore so many significant bugs for so long; I've fixed this myself (using a different fix, along with fixing block collision boxes so mobs don't glitch through blocks like fences; the latter occurs due to the client and server accessing the same "block" object at the same time in singleplayer, including setting its block bounds based on its state). Other bugs include smooth lighting artifacts (one of the involved bugs affects ALL versions of the game ever created - the bug tracker only goes back to 1.4.2), and the client not properly shutting down the internal server, leading to all sorts of world corruption issues (a quite serious bug indeed - with a very simple fix (granted, it won't stop 100% of the issues but I never see myself ever loading more than 256 regions in a single play session, which requires traveling 65536 blocks in a straight line. Note that MC-10976 originally referred to an issue in singleplayer which is NOT caused by the current described cause and I've never seen the error shown with my fix, but often when quitting a world in vanilla).
The number of bugs that I've fixed myself is quite impressive, including many still present in later versions, or fixed in better ways (in some cases Mojang even removed or nerfed features, like big oak trees, which still undergo leaf decay if you update them because branches don't reach every leaf cluster, or the pathfinding range of zombies due to lag (it was maybe a bit too high in 1.6 but it makes the game more fun when you have a dozen zombies come after you and they are a threat even in well-lit caves as they come in from far-away dark areas), and minus new bugs (for example, when they added mesa mineshafts they made them check the light level to determine if they should be generated, leading to lots of broken-up mineshafts, even from their own torches, and none at all above the surface in Superflat worlds - my implementation only applies this check (actually, a check for blocks above the supports) to mineshafts above sea level; conversely, I added wooden platforms below stairs and central rooms so all parts will be generated over air).
Of course, there are all of the performance regressions that have occurred since 1.8 (in particular) which can also be seen (and have been reported as) bugs - whenever I add a new feature to TMCW I optimize it and the underlying code, often to the point where the final result is faster (the current developmental version of TMCW generates a world 1.5 times faster than vanilla 1.6.4 - and 10 times faster than 1.13 - despite being more complex (in terms of terrain generation, not necessarily code complexity) and not multithreaded). I've also improved things like the rendering of clouds (faster on Fancy than they were on Fast) so the game can run at a higher quality without losing performance; here is 20 chunk render distance on maximum settings with just 512 MB of memory allocated, and not even all used:
For comparison, this is from a crash report when somebody launched 1.14; it hadn't even fully loaded yet, much less loaded a world, and needed 4 times as much memory (I haven't tried running 1.14 but if it really needs this much memory to just start up I probably can't even launch it, much less play, not that I care. There is simply no way that the game should require this much memory; the majority of the 270 MB used above can be explained by loaded chunks. Funnily enough, this post on Reddit claims that 1.3 requires 500 MB to just load, even more for 1.5+ (which makes no sense since the game always used a texture atlas, it is just created on startup now, slightly increasing load time), and no, I did not reduce memory usage by that much, around 10 MB mainly by removing a "memory reserve" allocated so it can be freed in an emergency):
Memory: 1175408648 bytes (1120 MB) / 1476395008 bytes (1408 MB) up to 2147483648 bytes (2048 MB)
Imagine launching the game and generating a new world in only 3 seconds each (1.14 actually added a loading bar and "map" showing the progress of loading the spawn area):
// First game output (immediately after launch)
18:15:13 - 2019-05-03 18:15:13 [CLIENT] [INFO] Setting user: TheMasterCaver
18:15:13 - 2019-05-03 18:15:13 [CLIENT] [INFO] (Session ID is null)
18:15:13 - 2019-05-03 18:15:13 [CLIENT] [INFO] LWJGL Version: 2.9.0
[bunch of Optifine output removed]
// Last game output after loading
18:15:16 - 2019-05-03 18:15:16 [CLIENT] [SEVERE] Realms: Server not available!
// Start of world generation
18:15:00 - 2019-05-03 18:15:00 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
18:15:00 - 2019-05-03 18:15:00 [SERVER] [INFO] Generating keypair
18:15:00 - 2019-05-03 18:15:00 [SERVER] [INFO] Preparing start region for level 0
18:15:01 - 2019-05-03 18:15:01 [SERVER] [INFO] Preparing spawn area: 27%
18:15:02 - 2019-05-03 18:15:02 [SERVER] [INFO] Preparing spawn area: 60%
18:15:03 - 2019-05-03 18:15:03 [SERVER] [INFO] Preparing spawn area: 97%
18:15:03 - 2019-05-03 18:15:03 [SERVER] [INFO] TheMasterCaver[/127.0.0.1:0] logged in with entity id 25798 at (-115.5, 90.0, 249.5)
Anybody else playing on a server having problems with their villagers despawning? It seems to happen to me when I restart the server: I went into town and noticed one of my Librarians missing, restarted the server to see if it would help, and when I logged back in, another Librarian was gone (the villagers are all named, so I knew these two specifically had vanished).
They might have glitched through, or into, a wall and either escaped or died. Or they could have been hit by lightning and turned into a witch, then despawned. Or maybe they got zombified in a zombie siege and then despawned?
I have noticed the occasional missing/new villager in my underground iron farm, but I can't figure out how a villager could have escaped or died in that farm (it is underground after all, and the only way in or out is an iron door, which villagers/mobs can't open). Fortunately none of the 4 villagers I have trapped in the corners have gone AWOL (yet), because those keep all my doors valid, and they have the best trades.
The second time it happened the villager was literally on screen when I logged off and rebooted the server, and then gone without a trace when I logged back in, so he didn't have time to get hit by lightning or eaten by a zombie. So it must be some kind of a glitch where the game forgets to respect whatever it is that keeps various mobs from being despawned, but I wonder whether it's actually related to server restarts or whether that's incidental. Probably the latter and I just got phenomenally lucky (?) to witness it happening first hand.
I remember a problem Etho had with a particular villager where it would be gone every time he shut down the world then came back. It turned out he had a corrupt chunk and it wouldn't save any changes to the chunk.
But I think that's a rare exception. Most instances of a disappearing villager is due to what Courageous_Marinade said.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I had another thought: I've cut the population limit (number of doors) in my village quite heavily since the last influx of villagers; could this be causing some villagers to be despawned whenever the world is reloaded?
I think I've seen iron golems despawn when the population limit dips below the amount required to sustain them, but I can't really be sure they didn't just get killed and not reappear.
Villagers aren't coded to despawn in the game....ever. Same with Iron golems.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
This has definitely been happening to me recently, I know because I've been trying out villager breeding and Ive been sectioning villagers off. I had a bunch of villagers, each in a minecraft and enclosed by fences. Out of over a dozen, four disappeared, along with the minecarts they were in.
Last night I finished a new breeder system, and I had two enclosed chambers (I was separating the librarians from the rest). This morning, all gone. And those two chambers were on top of lit platforms so I don't see how they could have been reached by mobs or had mobs spawn on them...
And ditto this is on a survival multiplayer server.
**EDIT** Haha okay so literally while I'm writing this I'm afkd at the breeding chambers I mentioned, and turns out there was this one block around the back of the chambers that was letting zombies get at them, so that explains what was going on there. So turns out that one was my bad...
However, still cant explain how villagers in minecarts vanished out of enclosed fence areas, I still think that is obviously some kind of glitch/bug
I had some problems a few weeks ago with a rendering glitch. In my trading mall, I have several "spare" villagers sitting in carts in holes in the floor as a temporary measure. Suddenly one day I log in while in the mall and several of them are missing! I've seen zombies try and fail to attack them in this position (there's a slab above their head stopping anyone from falling into the same hole), so they probably weren't eaten, and there should have been no way for them to glitch into a wall and suffocate. I logged out, restarted my launcher and client, and logged back into the realms server...and the villagers were back. Just a stupid client-side rendering glitch making them not appear on screen, they were all fine.
I suspected either a rendering or server glitch when my first villager disappeared, that's why I restarted everything. Unfortunately it just caused another villager to vanish. I haven't restarted my server since this happened and haven't experienced any villagers randomly vanishing either, though that's obviously not really proof positive of anything.
I've had the problem twice I found a village built a home near enough to it and then poof villagers disappeared one by one. I'm now in an empty village but at least I have a villager next door to me and one behind me a good distance back. It what's causing the disappearing I like having them around. Is it cause I built a home near the village
Had you fenced in and lit up the village so you can be sure they weren't killed by zombies?
Just testing.
As I brought up in the java:Updates subforum, 1.14's snapshots turn mobs invisible and invincible when dying by them and undo it when dying by them a second time. Could this be related to corrupted chunks, since you imply Etho's villager vanished and then reappeared?
May 2019 Java edition ... I have villagers disappearing. I have 4 villaged - 2 plains, 1 mountain, and 1 desert. All of them are abandoned. I have animals disappearing. I named them and they disappeared. Does minecraft monotor these boards?
I do like most and put my villagers in glass-block bubbles while sitting inside minecarts. I even do double-thick walls.
https://bugs.mojang.com/browse/MC-2025
https://old.reddit.com/r/Mojira/comments/8pgd4q/final_and_proper_fix_to_mc2025_simple_reliable/
It's the #1 most up-voted bug of all time and the community fixed it properly years ago. Those two facts combined could be evidence that Mojang has failed to fix the bug all these years neither because they're incompetent nor because they have more important things to do; they just won't fix it.
At the same time, they also refuse to talk about it, so don't expect it to ever be fixed (like a mountain of others, e.g. MC-00000000000000004).
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
I think it is quite shameful of Mojang to ignore so many significant bugs for so long; I've fixed this myself (using a different fix, along with fixing block collision boxes so mobs don't glitch through blocks like fences; the latter occurs due to the client and server accessing the same "block" object at the same time in singleplayer, including setting its block bounds based on its state). Other bugs include smooth lighting artifacts (one of the involved bugs affects ALL versions of the game ever created - the bug tracker only goes back to 1.4.2), and the client not properly shutting down the internal server, leading to all sorts of world corruption issues (a quite serious bug indeed - with a very simple fix (granted, it won't stop 100% of the issues but I never see myself ever loading more than 256 regions in a single play session, which requires traveling 65536 blocks in a straight line. Note that MC-10976 originally referred to an issue in singleplayer which is NOT caused by the current described cause and I've never seen the error shown with my fix, but often when quitting a world in vanilla).
The number of bugs that I've fixed myself is quite impressive, including many still present in later versions, or fixed in better ways (in some cases Mojang even removed or nerfed features, like big oak trees, which still undergo leaf decay if you update them because branches don't reach every leaf cluster, or the pathfinding range of zombies due to lag (it was maybe a bit too high in 1.6 but it makes the game more fun when you have a dozen zombies come after you and they are a threat even in well-lit caves as they come in from far-away dark areas), and minus new bugs (for example, when they added mesa mineshafts they made them check the light level to determine if they should be generated, leading to lots of broken-up mineshafts, even from their own torches, and none at all above the surface in Superflat worlds - my implementation only applies this check (actually, a check for blocks above the supports) to mineshafts above sea level; conversely, I added wooden platforms below stairs and central rooms so all parts will be generated over air).
Of course, there are all of the performance regressions that have occurred since 1.8 (in particular) which can also be seen (and have been reported as) bugs - whenever I add a new feature to TMCW I optimize it and the underlying code, often to the point where the final result is faster (the current developmental version of TMCW generates a world 1.5 times faster than vanilla 1.6.4 - and 10 times faster than 1.13 - despite being more complex (in terms of terrain generation, not necessarily code complexity) and not multithreaded). I've also improved things like the rendering of clouds (faster on Fancy than they were on Fast) so the game can run at a higher quality without losing performance; here is 20 chunk render distance on maximum settings with just 512 MB of memory allocated, and not even all used:
For comparison, this is from a crash report when somebody launched 1.14; it hadn't even fully loaded yet, much less loaded a world, and needed 4 times as much memory (I haven't tried running 1.14 but if it really needs this much memory to just start up I probably can't even launch it, much less play, not that I care. There is simply no way that the game should require this much memory; the majority of the 270 MB used above can be explained by loaded chunks. Funnily enough, this post on Reddit claims that 1.3 requires 500 MB to just load, even more for 1.5+ (which makes no sense since the game always used a texture atlas, it is just created on startup now, slightly increasing load time), and no, I did not reduce memory usage by that much, around 10 MB mainly by removing a "memory reserve" allocated so it can be freed in an emergency):
Imagine launching the game and generating a new world in only 3 seconds each (1.14 actually added a loading bar and "map" showing the progress of loading the spawn area):
Also, all the reports of slow chunk loading in 1.14? Nothing new there, just worse than before: MC-63093 Chunks loading extremely slowly. (Works As Intended, reported for 1.8 snapshots. They blame it on excessive render distance but a related issue has not been closed)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?