[Mod] ampolive
- ampolive
- JIRAUSER648933
- America/Bahia
- Yes
- No
Buried treasure seems to be always generated at the s{{code}}(9, Y, 9)code chunk coordinates.
Example seed: -1068624430
Buried treasure 1: code(-327, ~, 1497)code
Buried treasure 2: code(73, ~, -951)code
Buried treasure 3: code(1335, ~, 663)codeThis may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the s{{code}}(9, Y, 9)code chunk coordinates.
Example seed: -1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the s{{code}}(9, Y, 9)code chunk coordinates.
Example seed: -1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the s
(9, Y, 9)chunk coordinates.
Example seed: -1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the s
(9, Y, 9)chunk coordinates.
Example seed: -1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the (9, Y, 9) chunk coordinates.
Example seed: -1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the (9, Y, 9) chunk coordinates.
Example seed:
-1068624430
Buried treasure 1:(-327, ~, 1497)Buried treasure 2:
(73, ~, -951)Buried treasure 3:
(1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the (9, Y, 9) chunk coordinates.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the (9, Y, 9) chunk coordinates.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map.
Buried treasure seems to be always generated at the (9, Y, 9) chunk coordinates. This may be intended, but it kind of removes part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)
Buried treasure seem
sto be always generated at the (9, Y, 9) chunk coordinates. This may be intended, but itkind ofremoves part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This may be intended, but it removes part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)
Buried treasures always generate at the center of a chunk
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This may be intended, but it removes part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.
Example seed:
-1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This may be intended, but it removes part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This
may be intended, but itremoves part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is.Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Example seed: -1068624430
Buried treasure 1: (-327, ~, 1497)
Buried treasure 2: (73, ~, -951)
Buried treasure 3: (1335, ~, 663)The bug
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Analysis (tentative)
It seems that buried treasures are hardcoded to generate in this position.
net.minecraft.world.level.ChunkPos.BuriedTreasureFeature... private static void generatePieces(...) { if (!pieceGeneratorContext.validBiomeOnTop(Heightmap.Types.OCEAN_FLOOR_WG)) { return; } BlockPos blockPos2 = new BlockPos(pieceGeneratorContext.chunkPos().getBlockX(9), 90, pieceGeneratorContext.chunkPos().getBlockZ(9)); structurePiecesBuilder.addPiece(new BuriedTreasurePieces.BuriedTreasurePiece(blockPos2)); } ...
The bug
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Analysis (tentative)
It seems that buried treasures are hardcoded to generate in this position.
net.minecraft.world.level.ChunkPos.BuriedTreasureFeature (Mojang mappings, 1.18-pre1)... private static void generatePieces(...) { if (!pieceGeneratorContext.validBiomeOnTop(Heightmap.Types.OCEAN_FLOOR_WG)) { return; } BlockPos blockPos2 = new BlockPos(pieceGeneratorContext.chunkPos().getBlockX(9), 90, pieceGeneratorContext.chunkPos().getBlockZ(9)); structurePiecesBuilder.addPiece(new BuriedTreasurePieces.BuriedTreasurePiece(blockPos2)); } ...
The bug
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Analysis (tentative)
It seems that buried treasures are hardcoded to generate in this position.
net.minecraft.world.level.ChunkPos.BuriedTreasureFeature (Mojang mappings, 1.18-pre1)... private static void generatePieces(...) {if(!pieceGeneratorContext.validBiomeOnTop(Heightmap.Types.OCEAN_FLOOR_WG)) { return; } BlockPos blockPos2 = new BlockPos(pieceGeneratorContext.chunkPos().getBlockX(9), 90, pieceGeneratorContext.chunkPos().getBlockZ(9)); structurePiecesBuilder.addPiece(new BuriedTreasurePieces.BuriedTreasurePiece(blockPos2)); } ...The bug
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Analysis (tentative)
It seems that buried treasures are hardcoded to generate in this position.
net.minecraft.world.level.ChunkPos.BuriedTreasureFeature (Mojang mappings, 1.18-pre6, variable renamings)... private static void generatePieces(...) { BlockPos blockPos2 = new BlockPos(pieceGeneratorContext.chunkPos().getBlockX(9), 90, pieceGeneratorContext.chunkPos().getBlockZ(9)); structurePiecesBuilder.addPiece(new BuriedTreasurePieces.BuriedTreasurePiece(blockPos2)); } ...
The bug
Buried treasures seem to be always generated at the (9, Y, 9) chunk coordinates. This removes a big part of the challenge of uncovering the treasure if you have the map, since you'll already know where it is when using the F3 debug screen.
Analysis (tentative)
It seems that buried treasures are hardcoded to generate in this position.
net.minecraft.world.level.ChunkPos.BuriedTreasureFeature.java (Mojang mappings, 1.18-pre6, variable renamings)... private static void generatePieces(...) { BlockPos blockPos2 = new BlockPos(pieceGeneratorContext.chunkPos().getBlockX(9), 90, pieceGeneratorContext.chunkPos().getBlockZ(9)); structurePiecesBuilder.addPiece(new BuriedTreasurePieces.BuriedTreasurePiece(blockPos2)); } ...
relates to
relates to
relates to
Waterlogging a partial block / placing a water source under lava does not create obsidian at the top. Might be intended.
Waterlogging a partial block / placing a water source under lava does not create obsidian at the top
Nevermind, this happens with water sources too. Please close as invalid.
Waterlogging a partial block / placing a water source under lava does not create obsidian at the top.
Might beintended.Waterlogging a partial block / placing a water source under lava does not create obsidian at the top. Very likely intended.
Possible duplicate of
MC-223880
The sky disappears and reappears depending on the height of the player whilst on spectator mode, even when the player is inside a block, below the surface. It renders fully bright above (approximately) y=61.3 , and completely stops rendering below that height.
The sky disappears and reappears depending on the height of the player whilst on spectator mode, even when the player is inside a block, below the surface. It renders fully bright above (approximately) y=61.3 , and
completely stops rendering below that height.The sky renders fully bright above (approximately) y=61.3 , and mostly stops rendering below that height, even if the player is below the surface, whilst on spectator mode.
The sky is visible above a certain height even when the player is below the surface, whilst on spectator mode
The sky renders fully bright above (approximately) y=61.3
, and mostly stops rendering below that height, even if the player is below the surface, whilst on spectator mode.The sky renders fully bright above (approximately) y=61.3 , even if the player is below the surface, whilst on spectator mode. The bottom part of the sky abruptly stops rendering below that height.
relates to
relates to
Deepslate breaking sound emits high pitched noise
relates to
Upon further investigation, this seems to affect fish (obviously), guardians, elder guardians and drowned as well. It does not seem to affect turtles or axolotls. Should I create a new ticket for these mobs?
Can confirm that the dolphin is also affected. They only rotate around and bob up and down, but without actually changing the position.
Squids and glow squids stop moving if player is a little far from them.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop
. They still rotate and can bob up and down, but eventually they never actually leave its position.Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Another example is ravagers and villagers.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Another example is ravagers and villagers.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again.
Another example is ravagers and villagers.This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, phantoms, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats,
phantoms, turtles, vexes and villagers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes
andvillagers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes, villagers and withers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers and withers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers
andwithers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687),
snow golems,striders, vindicators, wandering traders, wither skeletons and zombified piglins.This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
*strong text*Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
*strong text*Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, piglins, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes,
shulkers (they already stand still either way),slimes, turtles, vexes, villagers, withers and zoglins.Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Most mobsdo not wander aroundif no (non-spectator) player is nearby, if they are not aggravatedMost mobs stop moving if no (non-spectator) player is nearby, if they are not aggravated
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop
moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is
no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs stop moving ifno (non-spectator)player is nearby, if they are not aggravatedMost mobs stop moving if a spectator player is nearby, if they are not aggravated
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs stop moving if only a spectator player is nearby, if they are not aggravated
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs,they might start moving, buttheneventuallystop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is,forexample, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and stridersmovingaround when it rains.
Note 3:Logging out and relogging seems to (temporarily) fix the issue for some mobs.This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
It seems that this has already been reported (
MC-46843) and is working as intended, unfortunately. Please resolve this issue.
Most mobs stop moving ifonly aspectator playerisnearby, if they are not aggravatedMost mobs stop moving if there is no non-spectator player nearby
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. Closely relates to MC-136206.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. Closely relates to MC-136206.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, pigs, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes,
pigs,slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this
could beintended (MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs
in.Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this is likely intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs listed below.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Fixing this issue (if it is not intended) improperly might cause severe performance issues.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Analysis by Chumbanotz provided in this comment.
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this is likely intended (
MC-46843,MC-48868), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs listed below.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Fixing this issue (if it is not intended) improperly might cause severe performance issues.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Analysis by Chumbanotz provided in this comment.
Within the bounds of a witch hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning w
ith NBT datastill works though.Within the bounds of a witch hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.
Within the bounds of a
witchhut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.Within the bounds of a swamp hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data. Probably works as intended.
Within the bounds of awitchhut, only black cats can be spawnedwith an eggWithin the bounds of a swamp hut, only black cats can be spawned
Within the bounds of a swamp hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.
Probably works as intended.The bug
Within the bounds of a swamp hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.
This is probably a restriction so that cats in swamp huts are always black cats upon world generation; however, this is not necessary.
Expected result
You should be able to summon any cat with a spawn egg or with /summon .
The bug
Within the bounds of a swamp hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.
This is probably a restriction so that cats in swamp huts are always black cats upon world generation; however, this is not necessary.
Expected result
You should be able to summon any cat with a spawn egg or with /summon.
The bug
Within the bounds of a swamp hut, only black cats can be spawned with a cat spawn egg in creative mode. Summoning works, but you have to specify the NBT data.
This is very likely done to cause witches' cats in swamp huts to be always black, though this is not always the case due to
MC-147659. This restriction, however, this is not necessary.Expected result
You should be able to summon any cat with a spawn egg or with /summon.
Within the bounds of a swamp hut, only black cats can be spawnedOnly black cats can be spawned within the bounds of a swamp hut
In witch huts, cat spawn eggs or /summon only produce black cats
Inwitchhuts, cat spawn eggs or /summon only produce black catsInside swamp huts, cat spawn eggs or /summon only produce black cats
Can confirm in 1.17 Release Candidate 2. Update: this only happens when the entity is summoned via commands.
I am removing my attached screenshots because they are actually cases of
MC-166260, though I think that both tickets are ultimately caused by the same issue.
is duplicated by
is duplicated by
is duplicated by
The bug
When 64 or more light emitting blocks get placed in one chunk at thesame time, the light level in the neighboring chunks is not updated correctly.To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
The bug
Block light updates don't cross chunk borders properly when updated. This can be caused by fire placed by exploding beds, /fill-ing a large amount of light sources, or other miscellaneous circumstances.
To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
The bug
Block light updates don't cross chunk borders properly when updated. This can be caused by fire placed by exploding beds, /fill-ing a large amount of light sources, or other miscellaneous circumstances.
To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
The bug
Block light updates don't cross chunk borders properly when updated. This can be caused by fire placed by exploding beds, using /fill a large amount of light sources or other blocks, using /place to place a feature or structure with light sources, or other miscellaneous circumstances.
To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
The bug
Block light updates don't cross chunk borders properly when updated. This can be caused by fire placed by exploding beds, using /fill to fill a large amount of light sources or other blocks, using /place to place a feature or structure with light sources, or other miscellaneous circumstances.
To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
The bug
Block light updates don't cross chunk borders properly when updated. This can be caused by fire placed by exploding beds, using /fill to fill a large amount of light sources or other blocks, using /place to place a feature or structure with light sources, or other miscellaneous circumstances. This may also occur upon world generation with light sources, see
MC-249508.To reproduce
- Create a new flatland world
- /time set midnight
- Run
/fill ~ ~ ~ ~63 ~ ~63 sea_lanternwhile on the ground
- Enable chunk border overlay (F3+G)
→The light will not have updated properly in some places
- Replace the sea lanterns with air again
/fill ~ ~ ~ ~63 ~ ~63 sea_lantern→
The light did not update properly again
Video
Original description
i was building a house and then all of a sudden i noticed that one half of the house was bright and lit while the other was mostly dark with light patches.
in the photo you can see the split. in the video i switch between the light block and dark block and they have the same light level even though they visually are different.
i had no lanterns before this and the same thing happened.
i tried updating the blocks around and it worked but then returned when i updated other areas.
you can see in the second video that it will just flicker when i try and update the blocks.
the other 2 screenshots are just other odd things that the lighting caused.
you should also know that i placed most of the roof with the /fill command if that helps
is duplicated by
is duplicated by
relates to
Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border, and lightning rods can update redstone components outside the world border.
Dispensers can place/remove powder snow outside the world borderYou can interact with redstone components outside the world border by powering them through blocks inside the world border
Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border, and lightning rods can update redstone components outside the world border.
Examples:
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border.
- Lightning rods can update redstone components outside the world border.
Examples:
Dispensers can place/remove powdersnow, set fire to blocks, dispense fireworks, etc.outside the world border;Levers caninteract with big dripleafoutside the world border.- L
ightning rods can update redstone componentsoutside the world border.Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
Does not work with pistons, as intended (
MC-55402).
Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
Does not work with pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
Does not work with pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
Does notwork withpistons, as intended (MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, set fire to blocks, dispense fireworks, etc. outside the world border;
- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc. outside the world border;- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc. outside the world border;- Levers can interact with big dripleaf outside the world border;
- Lightning rods can update redstone components outside the world border.
This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.) outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Levers can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border.
This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.) outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Levers can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border.
This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.) outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Levers can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.) outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
Levers can interact with big dripleaves outside the world border;- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.) outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.)outside the world border;- Dispensers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers/droppers can be activated outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.);- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers
/dropperscan be activated outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (MC-54606), fireworks etc.);- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (
MC-113426);- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Chests output redstone power through a comparator outside of the world border;
- Dispensers can be activated outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.);- Dispensers/droppers can be activated facing the world border (MC-113419);
- Droppers can be activated outside the world border;
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- C
hests output redstone power through a comparator outside of the world border;- Dispensers can be activated outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.);- Dispensers/droppers can be activated facing the world border (MC-113419);
- Droppers can be activated outside the world border;
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Containers output redstone power through a comparator outside of the world border;
- Dispensers can be activated outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (
MC-54606), fireworks etc.);- Dispensers/droppers can be activated facing the world border (MC-113419);
- Droppers can be activated outside the world border;
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components can interact with big dripleaves outside the world border;
- Redstone components in general, including lightning rods, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Containers output redstone power through a comparator outside of the world border;
- Dispensers can be activated
outside the world border (place/remove powder snow, dispense fire charges (MC-114002), TNT (MC-54606), fireworks etc.);- Dispensers/droppers can be activated
facing the world border (MC-113419);- Droppers can be activated outside the world border;
Hoppers can push items into containers outside the world border (MC-113426);- Redstone components can interact with big dripleaves outside the world border;
- Redstone components
in general, including lightning rods, are activated/updated outside the world border (could be intended asMC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Containers output redstone power through a comparator outside of the world border;
- Dispensers/droppers can be activated outside the world border (in case of dispensers, place/remove powder snow, dispense fire charges, TNT, fireworks etc.) - probably not intended per
MC-54606and MC-114002;- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components and blocks that interact with redstone, such as lightning rods and big dripleaves, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Containers output redstone power through a comparator outside of the world border;
Dispensers/droppers can be activated outside the world border (in case of dispensers, place/remove powder snow, dispense fire charges, TNT, fireworks etc.) - probably not intended perMC-54606and MC-114002;- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components and blocks that interact with redstone, such as lightning rods and big dripleaves, are activated/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Dispensers/droppers can be activated outside the world border (in case of dispensers, place/remove powder snow, dispense fire charges, TNT, fireworks etc.) - probably not intended per
MC-54606and MC-114002;- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components and blocks that interact with redstone, such as containers, lightning rods and big dripleaves, are activated/read/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
Please resolve this issue as invalid. I will create new tickets for the issues that are not already covered by existing tickets.
Relates to MC-225230.
You can interact with redstone components outside the world border by powering them through blocks inside the world borderRedstone components and blocks that interact with redstone are activated/read/updated outside the world border
You can interact with redstone components outside the world border by powering them through blocks inside the world border. Examples:
- Dispensers/droppers can be activated outside the world border (in case of dispensers, place/remove powder snow, dispense fire charges, TNT, fireworks etc.) - probably not intended per
MC-54606and MC-114002;- Dispensers/droppers can be activated facing the world border (MC-113419);
- Hoppers can push items into containers outside the world border (MC-113426);
- Redstone components and blocks that interact with redstone, such as containers, lightning rods and big dripleaves, are activated/read/updated outside the world border (could be intended as
MC-55064was fixed).This does not affect pistons, as intended (
MC-55402).
Redstone components and blocks that interact with redstone are activated/read/updatedoutside the world borderRedstone components and blocks that interact with redstone outside the world border are activated/read/updated by blocks inside the world border
Redstone components and blocks that interact with redstone, such as containers, lightning rods and big dripleaves, that are placed outside the world border, are activated/read/updated by blocks inside the world border.
This does not affect pistons, as intended (
MC-55402).
Redstone components and blocks that interact with redstone outside the world border areactivated/read/updated by blocks inside the world border
Redstone componentsand blocks that interact with redstoneoutside the world border are read/updated by blocks inside the world border
The Bug:
Iron golems and withers can't be summoned via building them if there are blocks located near their bases or heads.
Steps to Reproduce:
- Build the setup as shown in the provided attachment. setup.png

- Place a carved pumpkin in the middle and on the top of the iron blocks in an attempt to summon an iron golem.
Observed Behavior:
Iron golems and withers aren't summoned.
Expected Behavior:
Iron golems and withers would be summoned.
Code Analysis:
Code analysis by [Mod] ampolive can be found in this comment.
The Bug:
The levitation effect doesn't work while entities are inside water.
Steps to Reproduce:
- Enter some water and give yourself the levitation effect by using the command provided below.
/effect give @s minecraft:levitation
- Wait for a couple of seconds and observe if you levitate.
- Take note as to whether or not the levitation effect works while entities are inside water.
Observed Behavior:
The levitation effect doesn't work.
Expected Behavior:
The levitation effect would work.
Code Analysis:
Code analysis by [Mod] ampolive can be found in this comment.
The bug
A drowning mob generates bubble particles at the feet instead of from the head.
Fix suggestion
Making bubbles look like they are breathed out of the mouth, just how like when llamas spit, each time when damage is taken when drowning.
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
When drinking a potion, witches are given an attribute modifier that affects generic.movementSpeed with a value of -0.25 and an Operation of 0. As Witches' default value for generic.movementSpeed is 0.25, this effectively sets their generic.movementSpeed to 0. However, if a Witch is summoned with a custom generic.movementSpeed value over 0.25, it will be able to move while drinking a potion. If the custom value is under 0.25, then the witch will be able to move whilst under a slowness effect with amplifier 7 or greater, as 7 gives -105% movement speed. At negative movement speeds, that will become a positive movement speed.
The fix for these strange cases is to just make the attribute modifier for drinking potions be -1 with Operation 2, as this will set the witch's generic.movementSpeed attribute to 0, even if it has drunk a speed potion.
Steps To Reproduce: (from [Mod] ampolive)
- Run the command
/summon witch ~ ~ ~ {Attributes:[{Name:"generic.movement_speed",Base: 1.0d}]} - Shoot the witch with a Flame bow.
- Observe how the witch still moves while drinking a Fire Resistance potion.
The bug
If you throw a trident through lava, the trident projectile will be set on fire, but mobs it hits won't be set on fire.
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
The bug
When the hive or nest drops, it is sometimes stuck in the block.
Example
Here is an example in video: https://www.youtube.com/watch?v=6sB6rbuKroI
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
The bug
Normally, a (tamed) dog's tail will move up when it heals. If a dog has more health than it's supposed to and it heals more, the dog's tail will move in a circle, into itself and back out.
How to reproduce
- Get a tamed dog
- Give it tons of health with a command, such as:
/effect give @e[type=wolf] health_boost 999999 100 true - Start splashing it with instant heal 2 splash potions
Code analysis
Code analyses by [Mod] Avoma, [Mod] ampolive, and [Mod] tryashtar can be found here, here, and here.
The bug
When a shulker opens its shell into an armour stand with the NoGravity tag, it appears to the client that the armour stand was pushed. Server-side, however, the armour stand doesn't move at all.
How to reproduce
- Spawn a shulker on the ground
- Summon an amour stand with the NoGravity tag above the shulker
/execute at @e[type=shulker,limit=1,sort=nearest] run summon armor_stand ~ ~1 ~ {NoGravity:1} - Wait until the shulker opens its shell slightly
→
The armour stand appears to be pushed upwards
→
After a moment, the armour stand appears back at its original location
Expected behaviour
The armour stand should be pushed both client-side and server-side.
Code analysis by [Mod] ampolive
The shulker doesn't actually pull entities downwards at all (when its top is facing up) , as there is a check to see if the shulker is opening rather than closing when entities are moved in Shulker#onPeekAmountChange. The armor stand is only moved client-side, so it is just a visual desync. This can be checked by running /data get entity @e[type=minecraft:armor_stand,limit=1,sort=nearest] Pos and seeing that the armor stand's Y position never actually changes server-side.
The shulker only moves entities that have noPhysics set to false; but the armor stand with no gravity has a value of false on the client side and true on the server side. I would assume this is because noPhysics is set to true in ArmorStand#readAdditionalSaveData, but this method seems to only be called server-side. This could be fixed by changing ArmorStand#hasPhysics() to return !this.isMarker() instead of !this.isMarker() && !this.isNoGravity(), or by checking if the entity with noPhysics is not an armor stand with no gravity in Shulker#onPeekAmountChange.
There is a separate smaller issue with all entities with no gravity being visually pushed upwards slightly more than they should and then snapping back down again, which is probably because the peek values are different on the client and server.
The bug
After zombifying, hoglins break their leash when they convert into a zoglin. This seems somewhat inconsistent, as zoglins can be leashed.
The video attachment shows a hoglin breaking its leash connected to a fence after it finishes its zombifying process; hoglins also break its leash when the player is holding the lead, not just when connected to a fence.
Code analysis
Code analysis and fix by [Mod] ampolive can be found in this comment.
The bug
Certain Entities such as Bee and Bat stop their animations of their wings after they've been in the world for too long. I noticed this bug when I was making a mod for forge that extended the bee entity and I noticed that my bees wouldn't flap their wings after being in world for a while so I tested it in vanilla (unmodified) Minecraft and noticed it had the same problem so I went back to the vanilla bees model code and noticed it was using ageInTicks(tickexisted + partialticks) which back traced back to ticks existed so I tested again using a command block on repeat to see how long it would take for the bee it takes about 98000 ticks - 98200 ticks for the bee to stop flapping the wings while for the bat it took from 158400 ticks - 158600 ticks. the value is not random between these values its consistent I'm just giving a range due to my scoreboard taking a couple extra ticks to start the repeating of adding 1 to the scoreboard. This is likely due to the ticks existed variable multiplied by whatever value you guys set per entity model to then be used in your math classes cos method and then the method returning the same index every time due to the input value being so big. This could also happen on the phantom in theory but it would take about a full day according to calculations so I didn't test it but in theory it has the same code as the bat and the bee do for the cos method implementation so it should happen on it too.
Expected result
Bees and Bats and other entities that have animations that use the cos method not stop after they exceed a certain value.
Observed result
The bees and bats stopped their wing animations, you can see this happening in the videos provided.
Reproduce
- Go into a world and spawn a bee and you can also spawn a bat if you wanna see it happen to that but you'll have to wait longer.
- Wait about 81 min
- then you'll see a bee not flapping its wings anymore
- and you can wait about another 51 min if you spawned the bat
- then you'll see a bat not flapping its wings anymore
Code analysis and potential fix
Code analysis by [Mod] ampolive can be found in this comment.
Potential fix by Xander Smith can be found in this comment.
The Bug:
Note blocks placed above honeycomb blocks in Java Edition don't play the flute instrument, unlike in Bedrock Edition.
Steps to Reproduce:
- Launch the Java Edition version of the game and join a world.
- Place a note block above a honeycomb block.
- Activate the note block and take note of the instrument it plays.
- Launch the Bedrock Edition version of the game and join a world.
- Place a note block above a honeycomb block.
- Activate the note block and take note of the instrument it plays.
- Take note as to whether or not note blocks placed above honeycomb blocks in Java Edition play the flute instrument, just like in Bedrock Edition.
Observed Behavior:
Note blocks placed above honeycomb blocks in Java Edition don't play the flute instrument, unlike in Bedrock Edition.
Expected Behavior:
Note blocks placed above honeycomb blocks in Java Edition would play the flute instrument, just like in Bedrock Edition.
Code Analysis:
Code analysis by [Mod] ampolive can be found in this comment.
I wouldn't expect this to happen, especially because leather armor prevents freezing which should prevent skeletons being converted.
The changelog states: "Skeletons now convert to strays when frozen", and as they are not frozen because of the leather armor, they should not convert into strays
To reproduce:
1. Run
/summon skeleton ~ ~ ~ {ArmorItems:[{},{},{Count:1,id:leather_chestplate},{}]}
2. Observe results
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
The bug
When one turtle egg is cracked, you can place more on the same block and they will be cracked, too.
To reproduce
Reproduction steps provided by [~moesh]:
- Generate world
- Use command /setblock ~ ~ ~ minecraft:turtle_egg[eggs=1,hatch=1]
- Grab Turtle Egg from inventory
- Place another egg by right-clicking
- Observe issue
Code analysis
Code analysis and fix by [Mod] ampolive can be found in this comment.
[Mod] ampolive, can you confirm that you downloaded the PerformanceTest1_17.zip
world, and not the other one? I just double-checked and I'm able to open that version in 1.17.
[Mod] ampolive, that's not true, top slabs can also hold water.
[Mod] ampolive, this ticket already had 1.17.1 Release Candidate 1 marked as affected.
[Mod] ampolive i've checked, yeah, it seems i couldn't find it when searching, but my point on my previous comment still stands.
@[Mod] ampolive, do you see "Cound not schedule mailbox" as exception message?
Could you please create a new report for this and refer to this one (maybe in that report also point out the typo in "Cound"). We will then mark the report as related to this one.
@[Mod] ampolive You are absolutely right.
The bug
Mobs do not retaliate against ghasts.
To reproduce
1. Summon a ghast
2. Summon any other hostile/neutral mob
3. Switch into survival mode
4. Let the ghast hit the mob
5. →
Observe. It still goes for you, not for the ghast.
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
[Mod] ampolive please make summery change request at the Mojira Discord not here
[Mod] ampolive no still wouldn't be valid please see what is considered valid parity here
[Mod] ampolive please do not change/edit your report to something else just because it is a duplicate.
[Mod] ampolive can you please provide some images of this occurring if you can have you debug screen enabled that would be helpful as well to diagnosis this issue
@[Mod] ampolive, are you seeing this for a client or (integrated) server crash report (-client.txt or -server.txt)?
This issue appears to be about client crash reports only. However, in 21w37a the "-- Affected level --" section of a forced client crash report (triggered by holding F3 + C) does not seem to contain any information about game mode or cheats at all. Does a client crash report contain this information for you?
It is not true. In MCPE-105627, incomprehensible without the steps of reproduction and the expected result, what the author wanted
. + this report has never been confirmed.
I just tested the cauldron with water in version 1.17.40.21 and I don't even get bubbles. The category "Parity" should be deleted, because the behavior of the boiler in this situation is the same in bedrock.
@[Mod] ampolive, do you want to become the reporter so you can update the affected versions yourself?
Though you don't have to confirm an issue for every snapshot. Usually it suffices to confirm it for releases (and maybe pre-releases) and for snapshots when you become aware of related changes (e.g. because they are mentioned in the blog post).
@[Mod] ampolive, could you please create a separate report for that? Because the changes to rivers and aquifers are still relatively new, it is (probably) unlikely that this is the same underlying issue. Please refer to this report so that we can link the reports.
We can still merge the reports in the future if necessary.
Like [Mod] ampolive said this is invalid. Please only do one issue per ticket
[Mod] ampolive, the issue with decorations replacing parts of mineshafts is MC-221311.
@[Mod] ampolive @William Chambers Are there any other methods for bringing this issue into Mojang's visibility? I'm not on Twitter, but is that somewhere people could bring this issue to Mojang's attention, for example?
Because it wouldn't make sense to re-resolve something that has been resolved as WAI by Mojang.
Even then, in contrast to the ticket that was shown by [Mod] ampolive, I wouldn't see a reason to forward resolve that one even if the above statement was not true.
I also don't really see why you are even asking this, all of that should have been somewhat obvious.
[Mod] ampolive OK so less particles should be emitted in the villager.
[Mod] ampolive, just to inform you, it would probably be best if you request actions like these to be taken on tickets in the Mojira Discord. ![]()
@[Mod] ampolive, how do you get that source code? And yes l'm voting for this bug.
[Mod] ampolive The "something else" is just the smoothing out of biome borders since 1.15; rather than saving the biome for each block, it's saved for every 4x4x4 blocks, and borders smoothed after loading it. It's the same smoothing as on XZ axis.
@[Mod] ampolive
But the old and new chunks transition should be smoother at 1.18.
Source:
- The transition between new and old terrain is less “cliffy”
- Will surface height blend? Yes
- Will biomes blend? Yes
- Will caves blend? Your mileage may vary
Hi, as partially stated above by [Mod] ampolive, there are several aspects and criteria that need to be met in order for a zombie to possess the ability to break down a door. The requirements are as follows:
- The "mobGriefing" gamerule must be set to "true".
- The "difficulty" must be set to "hard".
- The zombies must have their "CanBreakDoors" tag set to "1b".
Are you certain that all of these aspects were met at the time of when this issue occurred? You can check by running the following commands:
/gamerule mobGriefing
/difficulty
/data get entity @e[type=minecraft:zombie,limit=1,sort=nearest] CanBreakDoors
@[Mod] ampolive I think they don't spawn (at least) in bubble columns anymore. Since they already fixed an "intentional" issue, there's still hope for the other ones as well. fingers crossed
Can confirm in 1.18.1 and 22w05a. In my testing and as already stated above by [Mod] ampolive, this can be quite difficult to reproduce.
Can confirm this in both 1.18.1 and 22w07a, however, as [Mod] ampolive stated above, sweet berry bushes are part of the #minecraft:fall_damage_resetting block tag, which means this is very likely intentional.
[Mod] ampolive This is not one of those "server side" states, it is a state that is normally correctly communicated to the client.
[Mod] ampolive, is that worth creating a separate ticket for?
[Mod] ampolive Update suppression in this form was an exploit which allowed you to crash servers, whereas reversed update order changes behaviour of Redstone and hence very much indeed sounds like it could be a valid issue and thus bugpost.
Both were caused by the same change, however, they are two different, distinct consequences, caused by this change.
Awesome, thank you [Mod] ampolive!
Splash/lingering water bottles can be used to create mud from dirt when right clicking with them on dirt. If done in survival mode, you get an empty bottle back, which does not seem to be consistent, with the general game mechanics regarding bottles and splash potions. To recreate, just open any world in 22w11a, give yourself a splash or lingering water bottle, and try right clicking dirt in survival mode.
Code analysis by [Mod] ampolive can be found in this comment.
The Bug:
The sounds of splashing when creating mud aren't controlled by the "Blocks" sound slider and are instead controlled by the "Players" sound slider.
Any action that is created through an entity doing something that results in blocks being changed, is normally controlled by the "Blocks" sound slider. For example, the sounds of villagers opening doors, players applying wax to copper, and sheeps eating grass blocks, are all controlled by the "Blocks" sound slider as they should be, because the blocks have changed in some way as a result of the entities' actions.
Steps to Reproduce:
- Navigate to the "Music & Sounds" settings menu.
- Turn the "Blocks" sound slider to "OFF".
- Turn every other sound slider to "100%".
- Exit this menu, place down some dirt, and obtain a water bottle.
- Create some mud by using the water bottle on the dirt block and listen closely as you do this.
- Take note as to whether or not the sounds of splashing when creating mud can be heard, (are controlled by the "Players" sound slider instead of the "Blocks" sound slider).
Observed Behavior:
The sounds aren't controlled by the "Blocks" sound slider and are instead controlled by the "Players" sound slider.
Expected Behavior:
The sounds of splashing when creating mud would be controlled by the "Blocks" sound slider. The reason why this should be the case is that the blocks are changed in some way as a result of the entities' actions, thus should be controlled by the "Blocks" sound slider.
Code analysis
Code analysis by [Mod] ampolive can be found in this comment.
LiquidDev at the time my previous comment was made the only information contained in this report was " Switching dimension in multiplayer 1.18.2 takes multiple times longer than in 1.18.1. I'm currently investigating and will add more information soon. " which isn't enough to discover the cause of the issue. Though like [Mod] ampolive said this is a dupe of MC-249059
The Bug:
Players are unable to manually place frogspawn on flowing water so having frogs being able to lay spawn here seems illogical. Additionally, when the frogspawn receives a block update, it is instantly destroyed.
Steps to Reproduce:
- Build the setup as shown in the attachment below. setup.png

- Summon two frogs nearby and breed them.
- Wait for the pregnant frog to approach the water and lay its spawn.
- Take note as to whether or not frogs can lay spawn on flowing water.
Observed Behavior:
Frogs can lay spawn on flowing water.
Expected Behavior:
Frogs would not be able to lay spawn on flowing water.
Code Analysis:
Code analysis by [Mod] ampolive can be found below.
The following is based on a decompiled version of Minecraft 22w15a using Mojang mappings.
In FrogAi#initLaySpawnActivity(...), a new TryLaySpawnOnWaterNearLand behavior is created for the frog. In the code:
...
@Override
protected void start(ServerLevel $$0, Frog $$1, long $$2) {
BlockPos $$3 = $$1.blockPosition().below();
for (Direction $$4 : Direction.Plane.HORIZONTAL) {
BlockPos $$6;
BlockPos $$5 = $$3.relative($$4);
if (!$$0.getBlockState($$5).is(Blocks.WATER) || !$$0.getBlockState($$6 = $$5.above()).isAir()) continue;
$$0.setBlock($$6, this.spawnBlock.defaultBlockState(), 3);
$$0.playSound(null, $$1, SoundEvents.FROG_LAY_SPAWN, SoundSource.BLOCKS, 1.0f, 1.0f);
$$1.getBrain().eraseMemory(this.memoryModule);
return;
}
}
...
The behavior checks if the block adjacent to the block the frog is standing on is water, and if there is air on top of it. Because flowing water is considered a water block, frogs are able to lay their spawn here.
The Bug:
Frogs don't lay their spawn on waterlogged blocks.
Steps to Reproduce:
- Build the setup as shown in the attachment below. setup.png

- Summon multiple frogs around the setup and breed them.
- Observe the behavior of the frogs closely.
- Take note as to whether or not frogs lay their spawn on waterlogged blocks.
Observed Behavior:
Despite frogspawn being able to exist above waterlogged blocks, frogs will never place their spawn here. They only consider water blocks themselves to be valid placing locations.
Expected Behavior:
Frogs would be able to lay their spawn on waterlogged blocks.
Code Analysis:
Code analysis by [Mod] ampolive can be found in this comment.
[Mod] ampolive, I've included the code analysis you did on MC-250267 to the description of this ticket (MC-250261) since I feel it's insightful and also because it's essentially the same cause of both of these issues. I've credited you where appropriate and I hope you're okay with this. ![]()
[Mojang] MimmiB I have done as requested and have transferred the spreadsheet to this ticket for ease of convenience. Additionally, I must thank [Mod] ampolive for partly helping with this.
[Mod] ampolive well I was trying to avoid shoving my repro seed/coords into the "View X older comments" button but not that you've gone and done it for me I guess I'll resume making separate comments 🙃. (Honestly I can usually reproduce it fairly quickly by just teleporting myself along an axis so it was more for others' sake.)
The bug
Sculk catalysts bloom upon destroying armor stands near them.
To reproduce
Place a Sculk Catalyst and an armor stand and destroy the armor stand.
Observed result
The catalyst blooms.
Expected result
The catalyst would not bloom.
Code analysis
Code analysis by [Mod] ampolive can be found in this comment and a potential fix by [Mod] Avoma can be found in this comment.
@[Mod] ampolive, you can probably argue either way. NBT also refers to the format as a whole, but the message explicitly refers to one specific tag.
[Mod] ampolive it's not only on your computer, it happens on mine too
[Mod] ampolive, that's what they're referring to, yes; the community called it that.
Duplicate of MC-249799.
[Mod] ampolive model files follow the ID, not the display name; the texture should so the same.
[Mod] ampolive That's different, since that ticket concerns the lack of ambient occlusion/smooth lighting. This ticket concerns the fact that blocks are darker on some sides than others in Java Edition but not Bedrock Edition. MCPE-31392 is also present in Java Edition
I'm aware that a code analysis has already been conducted but I've done another one that is basically the same as [Mod] ampolive's for the purpose of reinforcing and providing context for my proposed fix.
Code Analysis:
The following is based on a decompiled version of Minecraft 1.19.2 using MCP-Reborn.
public class SculkCatalystBlockEntity extends BlockEntity implements GameEventListener { ... public boolean handleGameEvent(ServerLevel serverLevel, GameEvent.Message message) { if (this.isRemoved()) { return false; } else { GameEvent.Context gameevent$context = message.context(); if (message.gameEvent() == GameEvent.ENTITY_DIE) { Entity $$4 = gameevent$context.sourceEntity(); if ($$4 instanceof LivingEntity) { LivingEntity livingentity = (LivingEntity)$$4; if (!livingentity.wasExperienceConsumed()) { ... livingentity.skipDropExperience(); SculkCatalystBlock.bloom(serverLevel, this.worldPosition, this.getBlockState(), serverLevel.getRandom()); } return true; } } return false; } } ...
If we look at the above class, we can see that are three necessary checks that are carried out before allowing a sculk catalyst to bloom. One of these checks is to see if the game event is an entity dying; the next is to check if the entity dying is a living entity, and the final one is to check if their experience was consumed. If these three requirements are met, the sculk catalyst blooms. The game doesn't check to see if the living entity is an armor stand before allowing a sculk catalyst to bloom, therefore resulting in this problem occurring.
Fix:
Simply altering the existing "if" statement within this piece of code to check if the living entity is an armor stand before allowing a sculk catalyst to bloom will resolve this problem.
if (!livingentity.wasExperienceConsumed())
if (!livingentity.wasExperienceConsumed() && !(livingentity instanceof ArmorStand))
@[Mod] ampolive
thank you.
[Mod] ampolive, you do indeed have a valid point here from some credible sources. I guess we'll just let Mojang decide just to be sure since Microsoft follows a different formatting standard as you mentioned. Thanks for this information though. ![]()
[Mod] ampolive
thank you.
In regards to [Mod] ampolive's comment, that said ticket can be found here: MC-259304. ![]()
[Mod] ampolive
thank you.
[Mod] ampolive it is used by new display entity family.
it is a rgb-color, to override its normal teamcolor.
for example, if it is 255, it is pure blue.
[Mod] ampolive mine in survival without holding a tool -> no sound.
Just like [Mod] ampolive, I was only able to reproduce the loading screen to show up twice. The resources.zip didn't show up in the Selected column and I was able to delete/rename the file.
[Mod] ampolive, i think the previous title is more correct, when i said it affects wardens i was referring to them not being triggered by the player (angered), but they do detect vibrations from the amethyst blocks.
@[Mod] ampolive, me too.
Wrong resolution, [Mod] ampolive, it should be AR.
[Mod] ampolive wrong link type.
[Mod] ampolive That's odd; the pack loads correctly for me (23w32a).
Please see my note in WEB-6665 or click on the link provided by [Mod] ampolive.
This issue was fixed in 19w41a, along with MC-121942. The issue described by [Mod] ampolive is a different one.
The modification done by [Mod] ampolive needs to be reversed since it doesn't apply to ender pearls, as Dolphins has already rectified. You can verify this by testing it yourself; you'll see that it doesn't affect ender pearls, dear.
In addition to what [Mod] Jarl-Penguin said, you also run the command below to get an Ominous Vault item directly, but it will show up as a Vault, since an Ominous Vault is a block state of the Vault:
/give @s minecraft:vault[minecraft:block_state={ominous:"true"}]
This may be a bit buggy; see MC-270062. A workaround is to run this command (from [Mod] ampolive):
/setblock ~ ~ ~ vault[ominous=true]{config:{key_item:{count:1,id:"ominous_trial_key"},loot_table:"minecraft:chests/trial_chambers/reward_ominous"}}
[Mod] ampolive I was wondering about that too; testing this with fire charges also produced the same result for me.
Ignore the last bit; testing it again made the fire charge appear on the first block in front of the dispenser.

The hitbox in front of the dispenser is a fire charge.
Similar to [Mod] ampolive, I cannot reproduce this issue in 1.21:
2024-07-03_13-39-52.mp4
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Given that this started in pre3, could this be caused by the attempted fix of MC-224893?
Possible duplicate of MC-60792
Duplicate of
MC-203572Duplicate of MC-16663
Almost certain this is WAI, but I still created this because I didn't find this issue while searching.
Regular torches are affected too, not only redstone ones.
Can (partially) confirm in 1.17 Release Candidate 1. In my experience, the particles decrease but never disappear. My method to reproduce this was to set the spawn point next to the spore blossoms, teleport away, /kill myself and saving and exiting the world, then returning.
This is very likely working as intended.
Source from the 21w06a article:
Not a duplicate, but related
Cannot reproduce in 1.17 Release Candidate 1 with the following command:
/give @s beehive{BlockEntityTag:{Bees:[{EntityData:{id:"minecraft:bee"}},{EntityData:{id:"minecraft:bee"}},{EntityData:{id:"minecraft:bee"}}]}}The bees exit the beehive successfully. I have also tried it in my survival world created in 1.15.2 with a bee nest, and was also unable to reproduce.
But the issue isn't requesting lavalogging, just pointing out the fact that it is inconsistent. It should probably either empty the cauldron or not allow water to placed into a cauldron that is submerged by lava.
Could this be reopened?
Oh, alright then. But why is
MC-203748not invalid?Very likely WAI, I just found this weird.
I think the dragon egg issue should be
MC-199238.Is it possible that the attempted fix of this issue on 1.17 Pre-release 3 caused MC-227202 /
MC-227945, or is it just a coincidence?Not fixed, this issue is still present in 1.17 Release Candidate 1.
Sorry, you're right.
Can reproduce with the provided seed and the set of coordinates (2503 4 3942). In my experience, there were no fossils on either of the other provided sets of coordinates. This behavior is not present in 1.16.5, where fossils would generate between Y levels 40 and 49, according to the wiki.
Can confirm in 1.17 Release Candidate 1.
Duplicate of
MC-1133Thanks, that is probably the same issue. I didn't find it while searching though.
Just searched the duplicates of MC-118103 and this is definitely the same issue, please close this as a duplicate.
Also relates to
MC-58294I can confirm in 1.17 Release Candidate 1, though it creates an incredibly brief client-side lag spike, and didn't cause my client to stutter at all. Attached a screenshot of me recreating the issue in a superflat world.
You are right, this issue is in fact fixed. The provided command doesn't work, but altering the spawn range does spawn goats. I used the command
/setblock ~ ~ ~ spawner{SpawnRange:2s,MinSpawnDelay:3s,MaxSpawnDelay:3s,SpawnData:{id:"minecraft:goat"},SpawnCount:1s} destroyin a superflat grass world and it worked.
Can confirm in 1.17 Release Candidate 1.
Can confirm in 1.17 Release Candidate 1.
Can confirm in 1.17 Release Candidate 1.
Can confirm in 1.17 Release Candidate 1.
Can confirm in 1.17 Release Candidate 1, they drop XP when killed by the wither in an angered state (discovered by testing MC-162633).
Can confirm in 1.17 Release Candidate 1.
A similar issue occurs in singleplayer as well. I created a new world, traveled to a far location, executed the command and spam placed the head down. It does not stutter or cause frame drops, but when monitoring the lag with Alt+F3, the graph completely stops for a couple seconds. This does not happen when the head has an existent owner. This might be a completely different issue though.
Probably relates to MC-191170.
Can confirm on 1.17 Release Candidate 1 with slightly different coordinates. Clones
MC-113898.I tested this with a command block spawning around 250 to 300 mobs in a superflat world and axolotls caused basically double the impact of other tested mobs: turtles averaged 11 ms, foxes averaged 12 ms, bees averaged 10 ms and axolotls averaged 22 ms.
It could be beneficial to rename the issue so that "structure blocks" is not confused with the actual structure blocks.
I don't think that is the main cause, because as far as I know turtles also attempt to pathfind to water. Also, the lag happens even when the axolotls are already in water.
It could be related to
MC-224729then.Attached an image of the waveform of the sounds captured in Audacity, of placing and breaking four different stone blocks.
Duplicate of / clones
MC-186007. Maybe that issue should be reopened then.Might relate to MC-191016.
What you are experiencing are probably zombie reinforcements.
Duplicate of
MC-2310/MC-1297.I can still reproduce this issue in 1.17 Release Candidate 1.
Attached a spectrogram of the file using Audacity. Indeed, it has a good dose of ultrasound (up to 24 kHz). This could be enough to cause headache, tinnitus, fatigue, and fullness or pain in the ears depending on the volume and exposure time.
Can confirm in 1.17 Release Candidate 1.
Can confirm in 1.17 Release Candidate 1.
I'm starting to think that this is intended. I tested this with fish (obviously), dolphins, guardians, elder guardians, drowned, sheep, cows, chicken and pigs, and many more, and they also seem to freeze (only rotating around and bobbing their heads sometimes) when I switch from creative to spectator mode. Perhaps I misinterpreted this ticket in the first place, so only staying perfectly still is the issue?
Discovered while testing MC-212687. It's possibly a duplicate, but I didn't find it using the search feature.
I have created
MC-227635for the issue I described in my comment.Affects 1.17 Release Candidate 1.
Affects 1.17 Release Candidate 1.
It is an issue because it's a parity break. Can confirm in 1.17 Release Candidate 1.
I thought that that was the case only when the world is generated, not actually using spawn eggs.
Affects 1.17 Release Candidate 2.
Appears to be a duplicate of
MC-30560.Affects 1.17 Release Candidate 1 per
MC-227605.The seed is 2686092101085001154, writing to make the issue easier to reproduce. Affects 1.17 Release Candidate 2.
I suspect this also affects ruined portals based on other reports, but I wasn't able to find an example seed.
Duplicate of
MC-225816.Can confirm in 1.17 Release Candidate 2.
Weird, I was getting this issue but it's not happening anymore.
The missing message is MC-195467, but the rest I'm not sure.
Can confirm in 1.17 Release Candidate 2.
Can confirm in 1.17 Release Candidate 2.
Can confirm in 1.17 Release Candidate 2.
Can confirm in 1.17 Release Candidate 2. Can be easily reproduced by exploding beds in the end.
Affects 1.17 Release Candidate 2.
The stepping sounds in particular are the biggest issue.
This is weird,
MC-86106was resolved as WAI butMC-186007was confirmed "plausible" before being resolved as "cannot reproduce". Maybe one of the tickets should be reopened so a Mojang employee can decide whether this is intended behavior.Apparently both this and
MC-227627duplicate/cloneMC-86106, which was resolved as WAI. However, this was confirmed "plausible" before being resolved as "cannot reproduce". Maybe one of the tickets should be reopened so a Mojang employee can decide whether this is intended behavior.Relates to
MC-197561andMC-216654.Affects 1.17 Release Candidate 2.
Can confirm in 1.17 Release Candidate 2.
I cannot reproduce. Updated from 1.16.5 to 1.17 Release Candidate 2 and my bees are still there.
I just tested and zombie reinforcements can spawn on mushroom islands. It could be an oversight, so I created a new ticket:
MC-227735.Relates to
MC-14800, MC-126778 andMC-171585. Discovered while testingMC-227601.Can confirm in 1.17 Release Candidate 2.
When a dungeon generates in a mushroom fields biome (as described in
MC-227601), it is possible in survival mode.Can confirm in 1.17 Release Candidate 2.
Relates to
MC-14167.Affects 1.17 Release Candidate 2.
Can confirm in 1.17 Release Candidate 2.
Please resolve this issue as a duplicate.
Can confirm in 1.17 Release Candidate 2. Drops from 50-60 to 12-15 fps.
Can reproduce in 1.17 Release Candidate 2.
Might relate to MC-140727.
That would be inconsistent with the behavior described in
MC-14167, which is considered a bug.Relates to MC-227286
Relates to MC-227289
You have a point, but let's not discuss this any further here to not clog up the issue.
I can reproduce this in 1.17 Release Candidate 2. Please reopen this issue.
It actually happens with powder snow that is already placed too, but I think this is intentional. Otherwise, it would sound really weird. By the way, I am talking about the "Something fell" sound, not the "Player hurts" sound, which is (correctly) not played.
Also affects cake (MC-234085), extinguished campfires (MC-234087), lightning rods (MC-234089), stonecutters (MC-236121), grindstones (MC-236373), chains (MC-236374), candles and sea pickles (MC-236376), farmland and path blocks (
MC-64678), trapdoors (MC-175626), anvils, buttons, daylight detectors, fence gates, fences, piston heads, snow layers, tripwire hooks and walls. I will no longer create any new issues to avoid cluttering the bug tracker. Instead, I will edit this comment to add any affected blocks.Relates to
MC-208601,MC-227172,MC-227173,MC-227174,MC-227308andMC-227309.Affects 1.17.
I too saw that video, but slicedlime's videos are not considered an official source.
The azalea trees are not a part of world generation in 1.17.
Duplicate of MC-127293
Affects 1.17 Release Candidate 2 / 1.17 per
MC-227803You are right, this might be a duplicate of
MC-205046. Edit: I don't think it is a duplicate of that issue because it describes the behavior when mobs are wandering, and axolotls are not wandering when they attempt to pathfind into water.SomeonePLaysMC, they were re-added in 1.17 Pre-release 1.
Affects 1.17.
I might have duplicated your ticket at
MC-227635, but mine details all the affected mobs and behaviors. Is there a way to merge issues?Might duplicate
MC-225953.Affects 1.17.
As Steve Hsu mentioned, axolotls do spawn in 1.17. They only spawn in water at most five blocks above overworld stone blocks, when the light level is 0. You can only find them in caves and in some ocean floors, as the Lush Caves biome is not part of 1.17.
Can confirm. Might be related to MC-225909.
In the future, keep in mind that reports that feature modifications are almost always resolved as invalid, as the bug tracker only tracks issues in vanilla.
Might be related to the fix of
MC-203745.Affects 1.17.
Duplicate of
MC-26678, Won't Fix.This is possibly
MC-180001.Can confirm. This happens on my world too, and impacts the performance. I haven't optimized the world though, so this issue is not related to optimizing the world.
Relevant log part:
[19:09:38] [Server thread/ERROR]: No key dirt_provider in MapLike[{decorators:[],foliage_placer:{height:3,offset:0,radius:2,type:"minecraft:blob_foliage_placer"},heightmap:"OCEAN_FLOOR",ignore_vines:1b,leaves_provider:{state:{Name:"minecraft:oak_leaves",Properties:{distance:"7",persistent:"false"}},type:"minecraft:simple_state_provider"},max_water_depth:0,minimum_size:{limit:1,lower_size:0,type:"minecraft:two_layers_feature_size",upper_size:1},trunk_placer:{base_height:4,height_rand_a:2,height_rand_b:0,type:"minecraft:straight_trunk_placer"},trunk_provider:{state:{Name:"minecraft:oak_log",Properties:{axis:"y"}},type:"minecraft:simple_state_provider"}}]; No key sapling_provider in MapLike[{decorators:[],foliage_placer:{height:3,offset:0,radius:2,type:"minecraft:blob_foliage_placer"},heightmap:"OCEAN_FLOOR",ignore_vines:1b,leaves_provider:{state:{Name:"minecraft:oak_leaves",Properties:{distance:"7",persistent:"false"}},type:"minecraft:simple_state_provider"},max_water_depth:0,minimum_size:{limit:1,lower_size:0,type:"minecraft:two_layers_feature_size",upper_size:1},trunk_placer:{base_height:4,height_rand_a:2,height_rand_b:0,type:"minecraft:straight_trunk_placer"},trunk_provider:{state:{Name:"minecraft:oak_log",Properties:{axis:"y"}},type:"minecraft:simple_state_provider"}}]; No key foliage_provider in MapLike[{decorators:[],foliage_placer:{height:3,offset:0,radius:2,type:"minecraft:blob_foliage_placer"},heightmap:"OCEAN_FLOOR",ignore_vines:1b,leaves_provider:{state:{Name:"minecraft:oak_leaves",Properties:{distance:"7",persistent:"false"}},type:"minecraft:simple_state_provider"},max_water_depth:0,minimum_size:{limit:1,lower_size:0,type:"minecraft:two_layers_feature_size",upper_size:1},trunk_placer:{base_height:4,height_rand_a:2,height_rand_b:0,type:"minecraft:straight_trunk_placer"},trunk_provider:{state:{Name:"minecraft:oak_log",Properties:{axis:"y"}},type:"minecraft:simple_state_provider"}}] [19:09:38] [Server thread/ERROR]: Exception loading structure piece with id minecraft:jigsaw java.lang.IllegalStateException: Invalid pool element found at dbf.k(SourceFile:54) ~[1.17.jar:?] at java.util.Optional.orElseThrow(Optional.java:403) ~[?:?] at dbf.<init>(SourceFile:54) ~[1.17.jar:?] at cuc.a(SourceFile:151) ~[1.17.jar:?] at cni.a(SourceFile:415) ~[1.17.jar:?] at cni.a(SourceFile:175) ~[1.17.jar:?] at abe.l(SourceFile:511) ~[1.17.jar:?] at java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1764) ~[?:?] at aqu.c(SourceFile:151) ~[1.17.jar:?] at abp$a.c(SourceFile:527) ~[1.17.jar:?] at aqu.z(SourceFile:125) ~[1.17.jar:?] at abp$a.z(SourceFile:536) ~[1.17.jar:?] at abp.d(SourceFile:279) ~[1.17.jar:?] at net.minecraft.server.MinecraftServer.bg(SourceFile:771) ~[1.17.jar:?] at net.minecraft.server.MinecraftServer.z(SourceFile:759) ~[1.17.jar:?] at aqu.bq(SourceFile:110) ~[1.17.jar:?] at net.minecraft.server.MinecraftServer.y(SourceFile:743) ~[1.17.jar:?] at net.minecraft.server.MinecraftServer.x(SourceFile:696) ~[1.17.jar:?] at net.minecraft.server.MinecraftServer.a(SourceFile:274) ~[1.17.jar:?] at java.lang.Thread.run(Thread.java:831) [?:?]The exception thrown in this issue is similar to
MC-227945.I think this might actually be two distinct issues, one causing No key dirt_provider in MapLike and the other throwing Exception loading structure piece with id minecraft:jigsaw
java.lang.IllegalStateException: Invalid pool element found. But then again, I know nothing about Minecraft's code.
Attached the performance metrics of a test flight in 1.17 chunks, in case that's even remotely useful.
Duplicate of MC-227302.
This is
MC-929.Can confirm in 1.17.
In 1.17. Also affects tridents.
This is intended. Extended world generation is coming in the next update, 1.18.
Sorry, issues are only accepted in the bug tracker in English.
Can confirm in 1.17.
Potential code analysis in the duplicate
MC-213713.Duplicate of
MC-218803.Thank you for the analysis, that is very intriguing. I wonder why that does not seem to affect some mobs.
Duplicate of
MC-218803.Duplicate of
MC-223185.Can confirm in 1.17.
Can confirm in 1.17.
I am not able to load the attached test world in 1.17 because loading of worlds with extended height is disabled. I want to add to this issue but I can't.
Given the recent status of similar issues (
MC-197561,MC-216654,MC-222148), could this be reassessed?Duplicate of
MC-929.This is a valid parity issue, but I suggest rewording it so that Java Edition is the affected issue ("Parity problem: in Java Edition, the snow in the cauldron fills up slower than in Bedrock") or report it to the Bedrock Edition tracker.
This is because observers are transparent redstone blocks, they don't conduct redstone signal.
This is the same error of
MC-227065, which is supposed to be fixed.Duplicate of
MC-218803.This happens in my world too, only difference is that it lags as well. The log also spams these error messages:
Exception loading structure piece with id minecraft:jigsaw java.lang.IllegalStateException: Invalid call to EmtyPoolElement.getBoundingBox, filter me! Invalid bounding box data, inverted bounds for: daq{minX=2147483647, minY=2147483647, minZ=2147483647, maxX=-2147483648, maxY=-2147483648, maxZ=-2147483648}I don't know if it is a different issue.
That was me. I thought it wouldn't be related because that refers to newly created worlds, while this issue is about old worlds loaded in 1.17.
Can confirm. This didn't happen in 1.16.5.
I have done everything in the mod notice but the issue persists.
I cannot reproduce.
I cannot reproduce. It spins just fine.
Confirmed in 1.17.
Were you playing on a server? I cannot reproduce this.
This might be
MC-218803.Affects 1.17. See this comment for an analysis.
Duplicate of
MC-218803.Affects 1.17.
Also relates to
MC-973. Attached spectrum analysis of the four breaking sounds.That looks like good old MC-4, might be wrong though.
Duplicate of MC-208626.
Duplicate of
MC-227945.What are your graphics set to?
I can see by the adjacent blocks in the video that you waterlogged a top slab, which does not hold water when waterlogged; only bottom slabs can do so.
This is an unusual case of ambiguous rules of parity issues in this site. Technically, candle cakes are still cakes and would fall under
MC-125351, therefore constituting a parity request and working as intended; on the other hand, candle cakes were added in 1.17 and as such are a valid parity issue.I think this is working as intended. It only blocks the view from the outside and not the inside, just like IRL tinted glass.
Might also be MC-182452.
I cannot reproduce this issue.
I also cannot reproduce. Please resolve this issue.
I think the patch note is the one that should be corrected.
Can confirm in 1.17, found this issue in a mineshaft.Edit: nevermind, that is a different issue.Can confirm in 1.17.
Relates to
MC-172027.See
MC-128302.Duplicate of
MC-218803.Your game is modified, and as such this issue is invalid.
I cannot reproduce this issue in singleplayer.
Can confirm, but it's probably intended.
Translation problems are reported in Crowdin, not on this bug tracker.
How can I open up the test world in 1.17?
Can confirm in 1.17.
Can confirm.
Can confirm.
Affects 1.17 per
MC-228442.Duplicate of MC-138887.
I must have downloaded the wrong one. Thank you.
FPS in 1.16.5: 78-82 FPS
FPS in 1.17: 47-52 FPS
OS: Windows 10 Home Single Language
CPU: Intel Core i5-8265U CPU
Graphics card: NVIDIA GeForce MX110
Driver version: 26.21.14.4287
Profiling file: 2021-06-10_19_17_19-PerformanceTest1_17-1_17.zip
Can confirm in 1.17 (reproduced while testing MC-228448).
That looks like
MC-190067.Might relate to
MC-147659(the opposite behavior, but only happens upon world generation).Partly duplicates
MC-173400.Can confirm. Also affects saplings. Might be seen as a feature request though, given the resolution of
MC-177713.I think the confirmation status should be changed to "Community Consensus".
I thought this was intended behavior.
I'm not the reporter, but I have the same issue and I have no data packs.
That is the issue at hand, the spawners do spawn goats; it's just that the command provided is incorrect, so "Spawners aren't spawning goats" is misleading. I think this issue should be resolved as fixed.
Are you sure that all these water blocks are water source blocks?
Now duplicates
MC-208601.Now potentially duplicates
MC-208601.Now potentially duplicates
MC-208601.Now potentially duplicates
MC-208601.Can confirm.
I just found out that this duplicates
MC-210337, please close this.Can confirm in 1.17. I created a new issue for picking up items not being detected:
MC-228537.Also affects cobwebs.
Confirmed in 1.17 per
MC-227976.