Enoch Fox
- _MMChamp
- _mmchamp
- America/Havana
- Yes
- No
Mobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches with all non-normal sized Blocks:
Slabs
Beds
Trapdoors
Open Fences
Torches
Pressure Plates
andmanyOthersMobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches with all non-normal sized Blocks:
UPDATE: NOW FIXED WITH TORCHES AND MOST OTHER NON-COLLIDER BLOCKS, STILL BUGGED WITH TRAPDOORSSlabs
Beds
Trapdoors
and Others
Java
6
Mac OSJava 8
Mac OS
Mobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches with all non-normal sized Blocks:
UPDATE: NOW FIXED WITH TORCHES AND MOST OTHER NON-COLLIDER BLOCKS, STILL BUGGED WITH TRAPDOORSSlabs
Beds
Trapdoors
and OthersMobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches with all non-normal sized Blocks:
Slabs
Beds
Trapdoors
and Others
Mobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches
with allnon-normal sized Blocks:Slabs
Beds
Trapdoors
and OthersMobs Pathfinding tells them that Partial Blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches a handful of non-normal sized Blocks:
Slabs
Beds
Trapdoors
and OthersThis can also lead to other odd bugs, as Zombies can't jump onto trapdoors that are on the bottom of the block one above them, even though they player can. They just treat it as if it were an open block, and stand with their hands raised. (see picture)
Mob AIoverPartial BlocksMob AI with Partial Blocks
Confirmed for 16w04a
Confirmed for 15w51a-b
Mobs
Pathfinding tells them thatPartialBlocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches a handful of non-normal sized Blocks:Slabs
Beds
Trapdoors
and OthersThis can also lead to other odd bugs, as Zombies can't jump onto trapdoors that are on the bottom of the block one above them, even though they player can. They just treat it as if it were an open block, and stand with their hands raised. (see picture)
Mobs pathfinding tells them that partial blocks are safe, when in fact they fall through them. It allows for easy ways to trick mobs into falling off edges or into pits. Glitches a handful of non-normal sized Blocks:
Slabs
Beds
Trapdoors
and OthersThis can also lead to other odd bugs, as Zombies can't jump onto trapdoors that are on the bottom of the block one above them, even though they player can. They just treat it as if it were an open block, and stand with their hands raised. (see picture)
Searched For Issue
Village Houses will sometimes spawn with the inability for Villagers to leave, as the Roof and Stairs combined to make the house impossible to leave.
This happens about once per village or every other village usually.
See Seed: 8079723356087975089
at the Co-ordinance shown in the picture.
Searched For Issue
Village Houses will sometimes spawn with the inability for Villagers to leave, as the Roof and Stairs combined to make the house impossible to leave.
This happens about once per village or every other village usually.
See Seed: 8079723356087975089
at the Co-ordinance shown in the picture.Closest Issue Found –
MC-75851Village Houses will sometimes spawn with the inability for Villagers to leave, as the Roof and Stairs combined to make the house impossible to leave.
This happens about once per village or every other village usually.
See Seed: 8079723356087975089
at the Co-ordinance shown in the picture.
Java
6
Mac OSJava 8
Mac OS
Searched for Duplicate
On generated Structures, water will sometimes flow out of it's boundary, and not disappear when blocks stop it from reaching where it flowed too.
Closest Issue Found –
MC-11280On generated Structures, water will sometimes flow out of it's boundary, and not disappear when blocks stop it from reaching where it flowed too.
Same issue as above, but is still happening.
Closest Issue Found –
MC-11280On generated Structures, water will sometimes flow out of it's boundary, and not disappear when blocks stop it from reaching where it flowed too.
Same issue as above, but is still happening.
---> Can't confirm if version is a Snapshot or 1.8.
Mac OS
Java6Mac OS
Java 8
Confirmed for 15w50a
Confirmed for 15w51a-b
Confirmed for 16w04a
Closest Issue Found –
Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
Closest Issue Found –
MC-73886Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
Closest Issue Found –
MC-73886Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
Closest Issue Found –
MC-73886Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
They will even ignore nearby Villagers to try and reach it if their Pathfinding found the village first.
Mac OS
Java6Mac OS
Java 8
Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
They will even ignore nearby Villagers to try and reach it if their Pathfinding found the village first.Seems to have to have a Villager in the house now, I believe it did not use to have to have the Villager.
Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
They will even ignore nearby Villagers to try and reach it if theirPathfinding found the village first.Seems to have to have a Villager in the house now,
I believeit did not use to have to have the Villager.Zombies will try to get to houses that are floating far above them, and will end up pacing back and forth under the house to try to get to it. Villagers will try and reach them also, but that issue is already reported.
They will even ignore nearby Villagers to try and reach it if their pathfinding found the village first.Seems to have to have a Villager in the house now, it did not seem use to have to have the Villager.
Zombies trying to get to floating Villagers
Zombies trying to get to floatingVillagersZombies trying to get to floating villagers
Zombies will try to get to
houses that are floating far above them, and will end up pacing back and forth under thehouse to try to get to it. Villagers will try and reach them also, but that issue is already reported.
They will even ignore nearby Villagers to try and reach it if their pathfinding found the village first.
Seems to have to have a Villager in the house now, it did not seem use to have to have the Villager.Zombies will try to get to villagers that are floating far above them, and will end up pacing back and forth under the villager to try to get to it.
They will even ignore nearby Villagers to try and reach it if their pathfinding found the floating villager first.Edit: Issue used to be about floating villages, but after more testing, seems to be mostly about the villagers in the houses, rather than the house itself.
Closest Issue Found –
MC-26059Horses don't render there heads and necks correctly, this picture should show it better than I can explain.
Java
6
Mac OSJava 8
Mac OS
Confirmed for 15w51a-b
Confirmed for 16w04a
Java
6
Mac OS
Any EnvironmentJava 8
Mac OS
Any Environment
Wolves and Ocelots don't play ther
esitting animation while in Boats or Minecarts. Zombies, Enderman, Skeletons and many others do.Wolves and Ocelots don't play their sitting animation while in Boats or Minecarts. Zombies, Enderman, Skeletons and many others do.
Confirmed for 15w51a-b
Confirmed for 16w04a
Closest Issue Found –
MC-15111When you hit a Pig, Chicken, Cow, Horse, Sheep, Rabbit and Mooshroom on creative mode, they will Panic and run in circles, as if you hit them in Survival.
Mac OS
Java6Mac OS
Java 8
Closest Issue Found – MC-69151
I'm assuming the response will be the same as to the Ticket mentioned above, but though it wouldn't hurt to add into be checked.
Chickens still Flap when NoAI is set on them, even when on the Ground. Should be removed for both instances. Same with Horses Bucking Up.
Closest Issue Found –
NOTE: This is the same ticket as above, but it was asked a new one be made.
Mobs will look at you when you are invisible or in creative mode, but they won't make an effort to attack you, thankfully. It should be removed for both.
Closest Issue Found –
MC-5612NOTE: This is the same ticket as above, but it was asked a new one be made by a Mod.
Mobs will look at you when you are invisible or in creative mode, but they won't make an effort to attack you, thankfully. It should be removed for both.
Closest Issue Found –
MC-5612NOTE: This is the same ticket as above, but it was asked a new one be made by a Mod.
Mobs will look at you when you are invisible or in creative mode, but they won't make an effort to attack you, thankfully. It should be removed for both.
Closest Issue Found –
MC-5612NOTE: This is the same ticket as above, but it was asked a new one be made by a Mod.
Mobs will look at you when you are invisible or in creative mode, but they won't make an effort to attack you, thankfully. It should be removed for both.
Mobs will also look at other Invisible Mobs (e.g. Villager and Invisible Baby Villager)
Closest Issue Found –
MC-5612NOTE: This is the same ticket as above, but it was asked to make a new one be made by a Mod.
Mobs will look at you when you are invisible or in creative mode, but they won't make an effort to attack you, thankfully. It should be removed for both.
Mobs will also look at other Invisible Mobs (e.g. Villager and Invisible Baby Villager)
Mac OS
Java6Mac OS
Java 8
Closest Issue Found –
MC-44601If you use /kill @e in a repeating command block will destroy the world. This can easily be done by accident, and ruins worlds without 3rd party editors.
Some means of disabling command blocks needs to be added that you can access in the "Load World" screen.
Closest Issue Found –
MC-49547If you use /kill @e in a repeating command block will destroy the world. This can easily be done by accident, and ruins worlds without 3rd party editors.
Some means of disabling command blocks needs to be added that you can access in the "Load World" screen.
If you summon an Ender Crystal or a Minecart in a Boat, it will move to the front of the boat and prevent you from being able to ride the boat. All mobs will jump to the front of the boat if there isn't someone riding it, but most will move to the back if you get in.
There might be other Non-Mob entities that cause this also.
Ender Crystals/Minecarts in Boats (Mobs jumping to front)
Mac OS
Java6Mac OS
Java 8
If you summon an Ender Crystal or a Minecart in a Boat, it will move to the front of the boat and prevent you from being able to ride the boat. All mobs will jump to the front of the boat if there isn't someone riding it, but most will move to the back if you get in.
There might be other Non-Mob entities that cause this also.
/summon Boat ~ ~ ~ {Passengers:[{},
{id:Ender_Crystal}]}
{id:Ender_Crystal}
/summon Boat ~ ~ ~ {Passengers:[,{}]}
If you summon an End
erCrystalor a Minecartin a Boat, it will move to the front of the boat and prevent you from being able to ride the boat. All mobs will jump to the front of the boat if there isn't someone riding it, but most will move to the back if you get in.There might be other Non-Mob entities that cause this also.
/summon boat ~ ~ ~ {Passengers:[{},{id:"ender_crystal"}]}/summon boat ~ ~ ~ {Passengers:[{id:"ender_crystal"},{}]}
Ender Crystals/Minecartsin Boats (Mobs jumping to front)
Mob's don't seem to ever want to go in boats. You can even place them directly on it and they won't want to go in. I might be missing something, but it would seem to be an error caused by trying to fix Squids climbing in boats.Horses don't seem to ever want to go in boats. You can even place them directly on it and they won't want to go in. I might be missing something, but it would seem to be an error caused by trying to fix Squids climbing in boats.
Mob's don't/won't seem to want to go in boats anymore.Horses don't/won't seem to want to go in boats anymore.
Mac OS
Java6Mac OS
Java 8
Mac OS
Java6Mac OS
Java 8
Closest Issue Found —
For some reason, if rain can't reach an undead Mob during rain, they will start to burn. Works with all blocks that have colliders, but still let sunlight through.
Closest Issue Found —
MC-78049For some reason, if rain can't reach an undead Mob during rain, they will start to burn. Works with all blocks that have colliders, but still let sunlight through.
While you are in Minecraft Windowed mode, and then click the green "expand to fullscreen" button in the top left-hand corner, then go to Minecraft settings and toggle fullscreen on then off, it will push the Minecraft window halfway out of the screen and won't seem to be able to go back to windowed mode even if you click the green "expand to fullscreen" button again.
Unconfirmed: One time, the mouse would freeze when going to the f3 or f4 screen to sort throughapplications in thebugged fullscreen. And another time, it caused a crash whentryingtoaccess the f3 or f4 screen while in the bugged fullscreen. These didn't seem to happen more than once each, but could be important.While you are in Minecraft Windowed mode, and then click the green "expand to fullscreen" button in the top left-hand corner, then go to Minecraft settings and toggle fullscreen on then off, it will push the Minecraft window halfway out of the screen and won't seem to be able to go back to windowed mode even if you click the green "expand to fullscreen" button again.
If you go to a new application while it is in the glitched fullscreen, then go back to minecraft and try to toggle fullscreen back on, it will crash the client.
Unconfirmed: One time, the mouse would freeze when going to the f3 or f4 screen to sort through applications in the bugged fullscreen. This didn't seem to happen more than once, but could be important.
While you are in Minecraft Windowed mode, and then click the green "expand to fullscreen" button in the top left-hand corner, then go to Minecraft settings and toggle fullscreen on then off, it will push the Minecraft window halfway out of the screen and won't seem to be able to go back to windowed mode even if you click the green "expand to fullscreen" button again.
If you go to a new application while it is in the glitched fullscreen, then go back to minecraft and try to toggle fullscreen back on, it will sometimes crash the client. Can't fully figure out what causes this bug.
Unconfirmed: One time, the mouse would freeze when going to the f3 or f4 screen to sort through applications in the bugged fullscreen. This didn't seem to happen more than once, but could be important.
While you are in Minecraft Windowed mode, and then click the green "expand to fullscreen" button in the top left-hand corner, then go to Minecraft settings and toggle fullscreen on then off, it will push the Minecraft window halfway out of the screen and won't seem to be able to go back to windowed mode even if you click the green "expand to fullscreen" button again.
If you go to a new application while it is in the glitched fullscreen (game looks like it does in the picture), then go back to minecraft and try to toggle fullscreen back on, it will sometimes crash the client. Can't fully figure out what causes this bug.
Unconfirmed: One time, the mouse would freeze when going to the f3 or f4 screen to sort through applications in the bugged fullscreen. This didn't seem to happen more than once, but could be important.
Mac High Sierra: Version 10.12.6
Java 8
When a baby piglin (or other small mob) steps into the block that is holding a fence corner, it seems unable to move.
Notice how the cursor is pointed onto the block that both the piglin (picture with piglin) and the fence are on, the piglin needs to be on that block for the bug to happen. The bug seems to be caused when the mob's whole hitbox is in the same space as the fence corner (picture with zombie)
Sometimes, when you throw a projectile with a s
kulk sensor near, the skulk sound particle will come from the player rather than from where the projectile hits. I'm not certain what causes this bug, but it will sometimes come from where the projectile hits and sometimes from the player. This bug does not seem to be caused by hitting a certain spot of the block or if you are moving while throwing. Snowballs are the best projectile for showing the difference from the sound particle coming from the player and coming from the projectile hit point.Sometimes, when you throw a projectile with a sculk sensor near, the skulk sound particle will come from the player rather than from where the projectile hits. I'm not certain what causes this bug, but it will sometimes come from where the projectile hits and sometimes from the player. This bug does not seem to be caused by hitting a certain spot of the block or if you are moving while throwing. Snowballs are the best projectile for showing the difference from the sound particle coming from the player and coming from the projectile hit point.
EDIT: This seems to come from throwing/shooting a projectile triggers a sculk sensor, likely works as intended.
























My computer can't handle the new Java very well. I had updated once, and it corrupted some of my old files, hints why I'm still at this version.
If it were easier to uninstall Java back to it's old version on a Mac, I'd try, but it took a long time to get it back to 6 to un-corrupt my files.
Updated for latest Snapshot, Torches and non-collider blocks seem to be fixed.
Based on how Blocks disappear and Reappear in Multiplayer Protected Areas, if you break a block, jump into the slot, and the block Reappears, you will have be able to stay inside that little area and you can reach higher areas by scaling up walls.
This allows for easy exploits on a lot of servers that can't have adventure mode on at the time.
Let me know if you need more info.
@CubeTheThird
I'm not sure, but can it be in more than one place at once? Like 2 Trading Spots 500 blocks apart?
I've played on some servers that have to punish if they see this happen, as they can't really prevent it.
I thing it is inconsistent if it shows up or not. I'm guessing it's like a 1-500 chance or something. As FVbico said, when I tried regenerating the world, it didn't have the issue. So giving a Seed and Coordinates wouldn't help much sadly.
I trying remaking the world, it seemed to still have the issue. Not sure what the difference is that would cause this to be an issue on one and not on another.
@Redstonehelper I approached moving North from the Spawn.
Similarly, if a house is built floating above Villagers, they will try to get to it, even though they can't even get close. Tested in 15w50a
Confirmed for 15w50a
Confirmed as an issue for 15w50a @redstonehelper
Confirmed for 15w50a
Somewhat fixed in 15w51a-b, the Zombies try to get to the floating house at first, but then seem to lose interest after a bit of time. Pathfinding still sees the house.
Confirmed for 15w51a-b
Confirmed for 15w51a-b
See the Screenshot in the picture on this Ticket of the Enderman –
MC-92870This might be a better lid for keeping the water out as it would cause no issues for Mobs, but would delete water.
Should be Reopened, as it is an issue in 15w51b
Please add that this effects riding all mobs aside from Boats
Confirmed with Particles at full.
The comment above by the Mod explains that it wasn't originally only this.
I think it should still be removed, as they should interact with the Survival players, not the creative. But it originally was for Invisibility Effect as well.
Could the "Works as Intended" please be explained? I don't quite understand. Thanks : )
Thanks Skylinerw & Restonehelper. That helps me understand WHY this was made "Works as Intended" : )
Confirmed for 16w04a
@Brian and Roy
This is an issue that should be fixed, as it hinders you in fights when around pets or Wolves/Pigman, which something that was made to help you now hurts you sometimes.
Confirmed for 16w04a
Confirmed for 16w04a
Confirmed for 16w04a
I thought that might be the case, but I wasn't sure the protocols or anything.
This will work for any mob in a boat that will "panic" when hurt. It is confirmed for 1.9.3 Pre 2
Actually, only other players, other mobs and fire damage have an effect. I just tested it now.
Fire and sorta arrows are the only thing non-attack that will cause mobs to panic when hit.
Confirmed for 16w20a
Umm, did this get moved to the API section, or did I just mess up the report.
This issue or the issue
MC-37924should be reopened, as placing Sand on top of a Sunflower, then breaking the sunflower still exists in 16w20a.Thanks
New Update to Villages makes it unconfirmable for 16w20a
Confirmed on unmodded minecraft. Using a Mac High Sierra 10.13.6
Added the crash report. Also, updated the macOS to High Sierra.
Found a strange new crash while testing the bug for 19w11a. While the client was glitched, I tried to access the settings and strange words appeared on the client. I was unable to read the words due to the client being shifted too far to the side. To attempt to read these words, I hit the green "expand to fullscreen" button which caused a crash with a drastically different crash report.
Adding this crash report along side the other for more information about the crash.
This issue seems to be resolved. I can't seem to replicate it anymore.
Figured out the issue. Was placing the doors on a redstone block which forced them open at the start. Issue resolved; works as intended.
@DrownedZombie can confirm that other mobs can get stuck in fence corners, all mobs that get their whole hitbox in the space that the fence corner is in as shown in the picture with the baby zombie. Should I update the name to "Small mobs get stuck in fence corners?"
@DrownedZombie The bug still seems to exist. I just tested it again on 20w09a. The best way to test it is with a baby villager and a NoAI zombie by it.
This bug may be related to
MC-1133as it thinks you aren't inside the block but rather "on" air instead. This standing on the edge of a block causing weird effects is likely related to this bug.This may be a "Work as Intended" because I believe that it isn't that the Ender Crystal is only a "sort of" mob that it won't move to the back, I believe it is because it's hitbox is too big. I'll add a screenshot to the report showing this. It is the same bug as
MC-158330I believe.Should this be "Works as Intended" in light of that the reason you can't access the boat is the End Crystal's hitbox is too big so you can't hit the boat as
MC-158330says? I forgot to add the snapshot I think last time I commented.