Wesley
- 5thhorseman
- 5thhorseman
- Europe/Stockholm
- Yes
- No
1 issues
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Crouch-clicking a donkey does not open inventory, but gets on and off quickly
Works As Intended
Changed Description:
I just tested donkeys for the first time. Once I fed one enough to mount it, I tried sneak-right-clicking it. Instead of opening inventory like the description of 13w19a said it would, I mounted the mule and then dismounted it quickly (because I was holding shift)


When I set up my nether portal originally, I was facing EAST going in, and I would come out facing EAST in the Nether. When I came back, I was facing WEST going in, and would come out facing WEST. This is what I wanted and it worked fine.
When 1.4.2 came out, I'd still go in facing EAST, and come out facing EAST in the nether. But coming back, I'd be facing WEST going in, and come out facing NORTH, which was sideways in the portal (I went in normally)
I moved the overworld portal to see if I could fix it. when I enter facing SOUTH, I come out facing EAST. This matches the "like Portal (the game)" idea because I'm at least not looking at the side of the portal. However, when I go in facing WEST, I come back out facing EAST, which is neither the same facing NOR is it "correct" in the Portal (the game) sense, as I'm facing the side of the overworld portal.
I agree with Michele. If they were saved per world then you could also allow creation of custom achievements for adventure/survival worlds.
I get this too on my log cabin. It's like the textures don't quite match up.
EDIT: Actually, are you sure this is still happening in 1.4.4? I just went and looked again and can't get it to show up at all in my log cabin, where I used to notice it all the time.
Because when you activate the last one, it checks if it's bordering a 3x3 area bordered by 11 other portal border blocks, and it's easier to check one direction than 4. I guess
But that's at least an explanation that makes sense. I can confirm that End Portals placed in creative mode correctly (as Chalmes states) work.
@Cory please confirm, when you say "Exact Matching Coordinates" do you mean that the numbers X,Y,Z are the SAME, or that the numbers in the Nether are 1/8th the numbers in the Overworld? A portal at 80,X,160 in the Overworld would match with a portal at 10,X,20 in the Nether. They do this so that you can use the Nether as a fast-transit system on large worlds.
This is related to the Far Lands. Per minecraftwiki:
Redstone stops rendering and connecting correctly after block X/Z of ± 4,194,303
After X/Z of ± 1,048,576 redstone is still small but it got a little bigger and After X/Z of ± 4,194,303 it does not appear as a single pile at all except for the corners past X/Z of ± 8,388,607 where it appears as a very large pile until you get to X/Z of ± 16,777,216 the redstone appears two times the size of the large pile and could only render in certain places.
Okay. I guess as long as you KNOW that you're reporting something that isn't a bug, it's all right.
I wondered the last time when a creeper blew up behind me, why I took almost no damage.
I just tested this in a new world and it's true.
I have confirmed this both in 12w49a and 1.4.5. It seems to be a visual thing only, no new feature or broken functionality. The bedrock replaces the moving torch in the repeater, and you can still move it to all 4 settings by right clicking.
Scratch that. This is a feature. If you power a repeater from the side it locks the repeater in its current state.
http://www.minecraftwiki.net/wiki/Redstone_Repeater#Latch
Title should be "sometimes don't give off light."
The way it is now, it sounds like the bug you're reporting is that they DO give off light.
I don't think this is a bug. I'm pretty sure that flash of fire is how a nether portal knows it needs to be lit.
This is going to become a bigger issue in 1.5 (and is in 13w01a), as now if you use a piston to push a redstone block up, the piston won't retract due to it accepting the redstone block as a power source. So, you can set up 4 pistons to push a redstone block around in a circle horizontally, but you cannot do the same thing vertically because one of the 4 pistons (the one aiming upward) will never retract.
Confirmed non-bug. I thought this was a bug too. You have to crouch and left-click the chest to place the hopper. Crouching while left clicking will place the hopper instead of opening the chest.
See the screenshot I just posted.
Piston will extend if there is a power block 2 meters above it.
Piston will not extend if there is a block between it and the power.
Piston will not extend if the power block is similarly below it or on any side.
If you were to break that wood block on the left, and replace it, the piston would stay extended.
I assume "???" above is in place of "Item goes into hopper instead of sitting on top of the slab"?
I just tried this and it doesn't happen.
I may be confused by your sentence "Place a block to stop destroy the water sorce," I placed the block where I had placed the water. Do you mean something else?
There is nowhere near enough information here to call this a bug. If you sleep in a bed, then destroy it, and then die, you'll get this message. It's a normal part of gameplay. You'll also get it if you sleep in a bed, then build around it so you can't stand next to it.
This is a bug, but it is a duplicate of one of the oldest bugs on this tracker: https://mojang.atlassian.net/browse/MC-108
Please vote for that one so it gets more visibility!
Then explain in the image why the first piston is retracted and the second one is extended. If what you (Arthur Uzulin) say is true those should be reversed, no?
Also, if "redstone signal travels two blocks down" then explain why a redstone lamp placed in the same place does NOT light under ANY circumstances? Why are pistons special? Why did they intend that?
Also, you can cause different, conflicting behavior by breaking that block in the middle sometimes. You can actually get the piston to be extended or not depending on the ORDER you do things, which is a flat out bug no matter what they intended.
Using this bug, I was able to get a piston extended with NO blocks at all within 10 blocks of it. See the new screenshot. This ONLY works if you start by powering it from 2 blocks above and then remove the blocks around it in a certain order.
Does the 2nd hopper point down, or is its funnel aimed sideways?
I just tried this in a test world, and if the funnel part is aimed downwards, the hopper will happily send items into a chest that is below it if (and only if) the funnel is aimed downward.
I imagine that when you placed the hopper, you clicked on the side wall. That set that side wall as the hopper's destination.
Confirmed. I did this with a simple 1-wide channel of water. Also happens if you just place a source block on a flat surface and place a sign in the flowing water anywhere.
@William Pearson We see what you're saying. It's an invalid argument. You could post that exact same argument on every single bug on this site.
Bugs are bad. This bug is bad. In some rare cases a bug can give you an idea to make something good, but that bug should still be fixed, and the idea implemented as a feature.
We're not saying you shouldn't be able to detect block updates (that's a separate discussion that I'm sure would be quite heated) or that you shouldn't be able to power walls of pistons with (relative) ease. We're saying that the fact that power will travel through air in one direction and one direction only, and power one and only one device, is a bug that should be fixed.
Alex didn't make the joke, he mistakenly thought the 2.0 joke by Mojang was a real announcement.
This is still a bug, it still should be worked on, it's still not being worked on, and we still don't know why. But we do know that "Minecraft 2.0" is not the reason.
When you create a world from scratch, no monsters will spawn around the word spawn point anyway because it's day and there's a player there (you). When you join a server, you spawn where the server admin have set a spawn point. Or am I misunderstanding you?
Personally I don't see the need for this "protection" at all. If you don't protect your spawn point you deserve to log in to a group of monsters. If a server doesn't, it deserves to drive away players.
Andrew, your analysis is incorrect. This has nothing to do with new behaviors (It was first reported a year ago) or distance between doors. I never build regular villages any more and instead build "MegaVillage"s with literally hundreds of doors in an area less than 4 square chunks (32x32). My villagers ALWAYS congregate in 2 or 3 areas at night, enough to push their fellow villagers through walls sometimes, into areas that a villager simply cannot go or (far more frequently) killing them with suffocation damage.
They can see probably a hundred doors within 16 blocks, and it doesn't affect where they crowd. The only thing that you can do is cordon them off during the day and then they just crowd up next to the fence, trying to get to their shared "home."
Trust me (or don't and try it yourself though it'll take a lot longer than the one-house-72-doors example). If you make 72 houses each with one door, they'll all crowd into 1-3 of those houses.
It blows my mind that the 3rd bug reported on this site has never been even LOOKED AT by a programmer, and the only activity by anybody (other than the people who reported it) is to ask if it's still a problem.
If a programmer fixed it, they would have updated this task, assuming the programmers actually ever come to this site. Of course, if they did come here, they'd probably have noticed that a simple bug caused by someone trying to fix something that wasn't broken has been an outstanding issue for over a year.
It's obvious to me that the programmers don't use this site to find bugs to work on or to report that they've worked on the bugs, so I'm not going to use it any more.