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Bug
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Resolution: Won't Fix
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None
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1.18.2, 1.19 Pre-release 2
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None
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Windows 11
Java 17
RTX 2070
Ryzen 5 2600
16GBs of 2400Mhz dual channel RAM
650w PSU
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Community Consensus
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(Unassigned)
To clarify, this post is not about one of those bugs that involve a desert temple spawning in a village that clips into the houses or a village spawning over a ravine causing some rather "funky" looking villages, no, I'm talking about the hidden hitboxes in those structures that decide whether that structure has special mob spawning e.g. witches spawning in a witch hut, blazes in a fortress, pillagers in an outpost, etc. So what's happening in this case is that a pillager outpost and swamp hut go to generate but get the incredibly slim chance of both hitboxes clipping into each other and in this case the game selects the pillager outpost as the primary hitbox can prevents witches from spawning in the entire witch hut hitbox which should NOT happen and instead pillagers take their place although cats still spawn normally
Screenshot 1 is of a Pillager that has spawned in the witch hut hitbox (the hitbox has been cross checked with a modded client that visualises structure hitboxes and mob spawning checked several times), Screenshot 2 is showing how weirdly close both structures are and screenshot 3 is a modded client with a mod that visualises structure hitboxes in a void world but same seed
The version is 1.18.2 and has no mods installed whatsoever other than screenshot 3 and the seed is 237571016 and these two structures are right beside your spawn location
It's very likely I've made some big mistake in writing this but feel free to correct me on anything here, I'll likely respond quickly
TLDR; Witch hut and Pillager outposts have hitboxes that overlap, Outpost completely overrides witch hut spawning and witches no longer spawn there
- relates to
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MC-251944 Pillagers don't spawn in pillager outposts that were created through /place
- Resolved