No -breaking sound or- particle effect for some tools and all armor
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
| Item | Breaking sound | Breaking particles | Break method |
|---|---|---|---|
| Shovels | Hit mob, till, break block (16w43a) | ||
| Pickaxes | Hit mob, break block (16w43a) | ||
| Axes | Hit mob, break block (16w43a) | ||
| Hoes | Hit mob, till | ||
| Swords | Hit mob | ||
| Shears | Shear sheep | ||
| Bow | Shoot | ||
| Shield | Damaged when blocking | ||
| Fishing Rod | Reel in (item, block, mob) | ||
| Flint and Steel | Set fire | ||
| Carrot on a Stick | - | - | Can't break ( |
| Armor (Helmet, Chestplate, Leggings & Boots) | Damaged when wearing | ||
| Elytra | Glide fly |
Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes and carrots on sticks not to play their item breaking sounds as well.
Linked Issues
is duplicated by31
- Fixed
Swekob
[Mojang] Bartosz Bok
- 120
- 41
- Confirmed
- (Unassigned)
- Survival
- armor axe bow breaking carrot_on_a_stick elytra hoe particle pickaxe shield shovel sound sword tilling tool tools
1.4.5 - 19w07a
1.4.5 1.4.6 1.4.7 1.5 1.5.2 1.6.1 1.6.2 1.6.4 13w37b 13w39b 13w41a 1.7.4 14w02c 14w03b 14w04a 14w04b 14w05a 1.7.5 14w11b 1.8 1.8.8 15w38b 15w39a 15w39b 15w39c 15w40b 15w41b 15w42a 15w43a 15w43b 15w43c 15w44a 15w44b 15w45a 15w46a 15w47a 15w47c 15w49b 1.8.9 15w50a 15w51b 16w06a 16w07b 1.9-pre1 1.9-pre4 1.9 1.9.2 1.10.2 16w32a 16w32b 16w33a 16w35a 16w43a 16w44a 1.11-pre1 1.11 16w50a 1.11.2 17w06a 17w14a 17w15a 17w16a 17w16b 17w17a 1.12-pre2 1.12-pre3 1.12-pre5 1.12-pre6 1.12-pre7 1.12 1.12.1-pre1 1.12.1 1.12.2-pre1 1.12.2 17w50a 18w01a 18w02a 18w03b 18w05a 18w07c 18w08b 18w09a 18w16a 18w22c 1.13-pre1 1.13-pre6 1.13-pre8 1.13 18w31a 1.13.1 1.13.2-pre1 19w07a- 19w14a
Created Issue:
Sound and particle effects is not showing when a hoe is breaking
When a hoe is breaking the breaking sound effect isn't playing or particle effect isn't showing.
Sound and particle effects isnot showing when a hoe is breakingSound effect is not playing and particle effects isn't showing when a hoe is breaking
When a hoe is breaking the breaking
sound effect isn't playing orparticle effect isn't showing.
Sound effect is not playing and particle effects isn't showing when a hoe is breakingParticle effects isn't showing when a hoe is breaking
When a hoe
isbreakingthe breaking particle effect isn't showing.When a hoe breaks the breaking particle effect isn't showing.
Particle effects isn't showing when a hoe is breakingSound effect not playing and particle effects isn't showing when a hoe is breaking
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing.
Sound effect not playing and particle effectsisn't showing when a hoeis breakingSound effect not playing and particle effects not showing when a hoe or any kind of armor is broken
is duplicated by
is duplicated by
is duplicated by
is duplicated by
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor.
When
a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor.When the durability of a hoe or armor hits -1, the expected breaking sound and particle effect doesn't perform.
Hoe and armordoesn't havebreaking soundeffect norparticle effectsHoe and armor missing breaking sound and particle effects
Hoe and armor missing breaking sound and particle effects
When the durability of a hoe or armor hits -1, the expected breaking sound
andparticle effect doesn't perform.When the durability of a hoe or armor hits -1, neither of the expected breaking sound nor particle effect doesn't perform.
When the durability of a hoe or armor hits -1, neither of the expected breaking sound nor particle effect doesn't perform.The sounds and particles doesn't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block.
Hoe and armor missing breaking sound and particle effectMissing breaking sound and particle effect for armor and any tool (except when braked by breaking block)
The sounds and particles do
esn't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block.The sounds and particles don't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block. But even the exception has an exception. Sometimes the effects don't perform after breaking a block.
The sounds and particles don't perform when the durability of armor and any tool (swords included) hits -1, except when a tool breaks after it was used to brake a block. But even the exception has an exception. Sometimes the effects don't perform after breaking a block.
Missingbreaking soundandparticle effect for armor and any tool (except when braked by breaking block)No breaking sound nor particle effect for all tools and armor
The sounds and particles don't perform when the durability
ofarmor and anytool (swords included) hits -1, except when a tool breaks after it was used to brake a block. Buteven the exception has an exception. Sometimes the effects don't perform after breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, and shields), except when a tool breaks after it was used to brake a block. But sometimes the effects don't perform even after breaking a block.
No breaking soundnorparticle effect for all tools and armorNo breaking sound and particle effect for all tools and armor
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords,
andshields), except when a tool breaks after itwas used to brake a block. But sometimes the effects don't performevenafter breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform if the durability of the tool ran out by tilling, hitting entities, or anything else except if the tool was used to brake a block. But, sometimes I've experienced that the effects don't even perform after the tool broke by breaking a block.
No breaking soundandparticle effect for all tools and armorNo breaking sound nor particle effect for all tools and armor
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform
ifthe durability ofthetool ranout by tilling, hitting entities, or anything else exceptifthe toolwas used to brake a block. But, sometimes I've experienced that the effects don't even performafter the tool broke by breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform when the durability of a tool runs out by tilling, hitting entities, or anything else except when the tool is used to brake a block. But, sometimes I've experienced that the effects don't even perform by the exception.
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform when the durability of a tool runs out by tilling, hitting entities, or anything else except when the tool is used to brake a block. But, sometimes I've experienced that the effects don't even perform by the exception.Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Items that perform sound and particles (except when block-breaked):
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
No breaking sound nor particle effect foralltools and armorNo breaking sound nor particle effect for some tools and all armor
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Items that perform sound and particles (except when block-breaked):
ItemBreak ing sound & particlesBreak method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Item Breaking sound & particlesBreak methodShovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding
Some breakable items don't play a sound and do
esn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
is duplicated by
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break *- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
No breaking soundnor particle effect for some tools and all armor
is duplicated by
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
is duplicated by
is duplicated by
dodo comododo: Did the noise occur after you broke a block or did you hit a mob? The sound will play if you broke a block by last use, as I've mentioned in the description.
is duplicated by
is duplicated by
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking Pickaxes Hit mob, block-breaking Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking Pickaxes Hit mob, block-breaking Axes Hit mob, block-breaking Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
is duplicated by
Some breakable items don't play a sound and don't show the particle effect when they break.
Block-breaking tools do perform these effects most of the time when they break by breaking a block.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
S
omebreakable items don't play a sound and don't show the particle effect when they break.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break -Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-105049)- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
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is duplicated by
is duplicated by
blocks
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Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-1)05049- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
is duplicated by
blocks
is duplicated by
Severalbreakable itemsdon'tplay a soundand don'tshowtheparticle effectwhen they break.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor ( helmet,chestplate,leggings, boots)Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Breakable items
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
is duplicated by
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Breakable items
Item Breaking sound & particles Break method Shovels Hit mob, till, b lock-breaking (as of16w43a)Pickaxes Hit mob, b lock-breaking (as of16w43a)Axes Hit mob, b lock-breaking (as of16w43a)Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glid ingComment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound & particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
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is duplicated by
relates to
No -breaking sound or- particle effect for some tools and all armor
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound & particlesBreak methodShovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, tillSwords Hit mobShears Shear sheepBow ShootShield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fireCarrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing ElytraGlide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)-Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
@Greg Milson Yes you're right. I can confirm the partial fix in 18w22c.
Breaking sounds are now appearing for everything except elytra.
Particles are still not present
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes
, fishing rods,and carrots on sticks not to play their item breaking sounds as well.The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly
Commentby user me - 17/Aug/13:Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes and carrots on sticks not to play their item breaking sounds as well.
Affects 1.15.2 for shields
Ok, resolve as duplicate of MC-2518.
If there are more tools other than hoe and armor, please put that there as comment.
Duplicate of MC-2518 , please use the search function to see if your bug has already been submitted. Currently over 35% of tickets are being closed as duplicate.
Does MC-2518 describe your issue?
Already covered/duplicated by MC-2518
Already covered/duplicated by MC-2518. Please use the search function next time to see if a bug has already been reported.
Duplicate of MC-2518. Please upvote that ticket instead.
Duplicate of MC-2518
Thank you for your report!
However, this issue has been closed as a Duplicate of MC-2518.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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@[Mod] FVbico (Steven Verberne)
---- Minecraft Crash Report ----
WARNING: coremods are present:
CXLibraryCore (cxlibrary-1.11.2-1.4.0.jar)
CCLCorePlugin (CodeChickenLib-1.11.2-2.6.0.254-universal.jar)
LoadingPlugin (Quark-r1.2-90.jar)
MicdoodlePlugin (MicdoodleCore-1.11.2-4.0.0.63-BETA.jar)
NEICorePlugin (NotEnoughItems-1.11.2-2.2.0.216-universal.jar)
SinglePlayerServerSettingsCore (SinglePlayerServerSettings-1.0.7.jar)
This Coremod Fixed MC-2518 (Fix MC-2518.jar)
ClientFixer (ClientFixer-1.11.2-1.6.jar)
DynamicSurroundingsCore (DynamicSurroundings-1.11.2-3.3.4.1.jar)
Contact their authors BEFORE contacting forge
// You should try our sister game, Minceraft!
Time: 4/13/17 3:28 PM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at net.minecraft.client.renderer.block.model.FaceBakery.func_178404_a(FaceBakery.java:202)
at net.minecraft.client.renderer.block.model.FaceBakery.fillVertexData(FaceBakery.java:189)
at net.minecraft.client.renderer.block.model.FaceBakery.makeQuadVertexData(FaceBakery.java:112)
at net.minecraft.client.renderer.block.model.FaceBakery.makeBakedQuad(FaceBakery.java:76)
at net.minecraft.client.renderer.block.model.FaceBakery.func_178414_a(FaceBakery.java:58)
at BlockModelUtils.makeBakedQuad(BlockModelUtils.java:84)
at BlockModelUtils.makeModelCube(BlockModelUtils.java:61)
at BetterGrass.update(BetterGrass.java:73)
at TextureUtils.resourcesReloaded(TextureUtils.java:295)
at TextureUtils$1.func_110549_a(TextureUtils.java:338)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:122)
at TextureUtils.registerResourceListener(TextureUtils.java:342)
at net.minecraft.client.renderer.EntityRenderer.frameInit(EntityRenderer.java:2751)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1282)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1077)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:372)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
– System Details –
Details:
Minecraft Version: 1.11.2
Operating System: Mac OS X (x86_64) version 10.11.6
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 158959808 bytes (151 MB) / 356405248 bytes (339 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 5 total; -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.38 Powered by Forge 13.20.0.2279 Optifine OptiFine_1.11.2_HD_U_B7 33 mods loaded, 33 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
U minecraft
[Minecraft] (minecraft.jar)
U mcp
[Minecraft Coder Pack] (minecraft.jar)
U FML
[Forge Mod Loader] (forge-1.11.2-13.20.0.2279.jar)
U forge
[Minecraft Forge] (forge-1.11.2-13.20.0.2279.jar)
U Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar)
U sss{} [SinglePlayerServerSettings] (minecraft.jar)
U ClientFixer
[ClientFixer] (minecraft.jar)
U mercurius_updater
U aether_legacy{v1.4} [Aether Legacy] (aether_legacy-1.11.2-1.4.jar)
U autoreglib{1.1-4} [AutoRegLib] (AutoRegLib-1.1-4.jar)
U buildcraftfactory{7.99.0} [BC Factory] (buildcraft_1.11.2_7.99.0.jar)
U buildcrafttransport{7.99.0} [BC Transport] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftlib{7.99.0} [BuildCraft Lib] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftbuilders{7.99.0} [BC Builders] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftcore{7.99.0} [BuildCraft] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftenergy{7.99.0} [BC Energy] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftrobotics{7.99.0} [BC Robotics] (buildcraft_1.11.2_7.99.0.jar)
U buildcraftsilicon{7.99.0} [BC Silicon] (buildcraft_1.11.2_7.99.0.jar)
U codechickenlib{2.6.0.254} [CodeChicken Lib] (CodeChickenLib-1.11.2-2.6.0.254-universal.jar)
U ccl-entityhook{1.0}
[ccl-entityhook] (CodeChickenLib-1.11.2-2.6.0.254-universal.jar)
U creeperconfetti
[Creeper Confetti] (creeperconfetti-1.3.jar)
U cxlibrary
[CXLibrary] (cxlibrary-1.11.2-1.4.0.jar)
U dsurround
[Dynamic Surroundings] (DynamicSurroundings-1.11.2-3.3.4.1.jar)
U expandedbonemeal
[ExpandedBonemeal] (expandedbonemeal-1.11-1.0.1.jar)
U galacticraftplanets
U galacticraftcore{4.0.0}
[Galacticraft Core] (GalacticraftCore-1.11.2-4.0.0.63-BETA.jar)
U ias
[In-Game Account Switcher] (InGameAccountSwitcher-Forge-1.11.2-7.0.1.jar)
U lunatriuscore
[LunatriusCore] (lunatriuscore-1.11.jar)
U morefurnaces
[More Furnaces] (MoreFurnaces-1.11-1.9.4.jar)
U naturescompass
[Nature's Compass] (NaturesCompass-1.11.2-1.3.0.jar)
U nei{${mod_version}} [Not Enough Items] (NotEnoughItems-1.11.2-2.2.0.216-universal.jar)
U quark
[Quark] (Quark-r1.2-90.jar)
U schematica
[Schematica] (schematica-1.11.2.jar)
Loaded coremods (and transformers):
CXLibraryCore (cxlibrary-1.11.2-1.4.0.jar)
cubex2.cxlibrary.CoreModTransformer
CCLCorePlugin (CodeChickenLib-1.11.2-2.6.0.254-universal.jar)
codechicken.lib.asm.ClassHierarchyManager
codechicken.lib.asm.CCL_ASMTransformer
LoadingPlugin (Quark-r1.2-90.jar)
vazkii.quark.base.asm.ClassTransformer
MicdoodlePlugin (MicdoodleCore-1.11.2-4.0.0.63-BETA.jar)
micdoodle8.mods.miccore.MicdoodleTransformer
NEICorePlugin (NotEnoughItems-1.11.2-2.2.0.216-universal.jar)
codechicken.nei.asm.NEITransformer
SinglePlayerServerSettingsCore (SinglePlayerServerSettings-1.0.7.jar)
elec332.singleplayerserversettings.SinglePlayerServerSettingsTransformer
This Coremod Fixed MC-2518 (Fix MC-2518.jar)
mcenderdragon.fixes.asm.AsmFixer_MC2518
ClientFixer (ClientFixer-1.11.2-1.6.jar)
com.gamerforea.clientfixer.asm.ASMTransformer
DynamicSurroundingsCore (DynamicSurroundings-1.11.2-3.3.4.1.jar)
org.blockartistry.mod.DynSurround.asm.Transformer
Launched Version: 1.11.2-forge1.11.2-13.20.0.2279
LWJGL: 2.9.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 INTEL-10.0.51, Intel Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: Русский (Россия)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-2415M CPU @ 2.30GHz
OptiFine Version: OptiFine_1.11.2_HD_U_B7
Render Distance Chunks: 8
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 2.1 INTEL-10.0.51
OpenGlRenderer: Intel HD Graphics 3000 OpenGL Engine
OpenGlVendor: Intel Inc.
CpuCount: 4
Duplicate of MC-2518. Please go and upvote that ticket instead. Also use the search function next time.
Duplicates MC-2518
Thank you for your report!
However, this issue is a Duplicate of MC-2518 and will be closed accordingly.
It will be linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Duplicate of MC-2518. Please go and upvote that ticket instead.
The root cause seems to be that elytra become unusable at 1 health remaining so never get down to 0 damage which triggers the break sound. There's a related issue MC-2518 with a different root cause which was resolved but unfortunately this case wasn't considered.
Also experienced this issue just now. Tilled a dirt block and without any warning I was bare handed.
Now do you mean that one of the two occurs? That either the sound doesn't play, or the particle effect doesn't show? I tried it just now, and the sound did play, but the particle effect did not show.
Affects armor aswell, adjusted title. And yes, both particle effect and sound.
Not only hoe, but other tools as well. I've experienced sword and a shovel so far.
Yes, this is indeed still an issue. :/
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.
I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well. (As far as I know, those are the only four items to suffer from this issue.)
This bug is still around in 13w41a
Yes, this is still an issue in 14w05a, for hoes at least (I just checked it).
Hoes don't play a break sound when you use up the last point of their durability (0 of x points left) tilling dirt. Other tools (pickaxe, shovel, axe, sword, ...) don't play a break sound or break animation when using the last of their durability attacking a mob, but do both when breaking blocks with them.
I never let my tools break except on hard core, so if a tool gets low, I just toss it into a chest. Now, I've been playing hardcore and been noticing certain tools do and don't make a noise.
Confirmed for 1.8.
In my 15w42a single player, my stone axe makes breaking noise
Confirmed for 16w43a. I was testing the fixed unbreaking calculation, and noticed that my pickaxes silently disappeared when they broke.
Confirmed for 16w44a. Noticed it first when mining stone with stone pickaxe. Was able to duplicate bug with additional tools.
Confirmed in 1.11-pre1
Confirmed in 1.11
Confirmed in 1.11, noticed when using stone pickaxe no sound would play when tool breaks.
Is already marked as affected...
Confirmed in 16w50a
Confirmed on 1.11.2.
This is confirmed on 1.12 snapshots and 1.11.X
Yes, it is, as you can see in the list. And in the future it would be better if you were specific what versions exactly you tested. Makes it more clear that no version was forgotten.
Confirmed for 17w17a.
This was still in 1.12pre2. Have not tested 1.12pre3 yet, but don't see it mentioned is the bugs list
Possibly useful debug info: OTHER players breaking their tools makes a sound in LAN games, but my own tools do not. The server is telling my client about their sounds, but neither the server nor the client are telling me about my own sound.
Confirmed for 1.12 -pre 7
Confirmed for 1.12 full release
Confirmed for 1.12.2
If you have that issue on 1.8 then delete the 1.8.json in the index folder.
Still affects 18w05a, please update!
Affects 18w07c
Affects 18w09a.
I've experienced this also playing on Windows 10 with the new version, 1.2.13. I still hear the sound with the breaking of shovels, but not the pick or axe.
This is the tracker for Java Edition. For Bedrock Edition, plese go here: MCPE tracker
Confirmed for 18w16a. Tested with all mentioned tools.
Affects 1.12.2
German, 1.12.2 is already marked as affected.
This is partially fixed in 18w21b, when a tool breaks, it plays the break sound but no break particles appear.
Elytra does not make breaking sounds. I tested with subtitles on
Affects 1.13-pre6. Please keep the issue updated accordingly.
Still affects 1.13-pre8, tested the shield.
Confirmed for 1.13.1.
Affects 1.13.1
Please create a new report for that (as far as I can tell, there isn't one). We prefer a new report for unfixed parts of a bug that affects multiple situations to reopening the old one, because reopening it quickly makes things confusing.
Sorry, I was using a texture pack