Bluebird
- BluebirdMC
- JIRAUSER558685
- America/Phoenix
- Yes
- No
/give @p minecraft:wolf_armor[minecraft:damage=2147483647]
equip it on a wolf
hit the wolf
shear the armor off
put it in an item frame
/data get entity @e[type=minecraft:item_frame,sort=nearest,limit=1]
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Bonus: put the armor back on the wolf and keep attacking it and eventually you will crash with this error
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/give @p minecraft:wolf_armor[minecraft:damage=2147483647]
equip it on a wolf
hit the wolf
shear the armor off
put it in an item frame
/data get entity @e[type=minecraft:item_frame,sort=nearest,limit=1]
![]()
Bonus: put the armor back on the wolf and keep attacking it and eventually you will crash with this error
![]()
/give @p minecraft:wolf_armor[minecraft:damage=2147483647]
equip it on a wolf
hit the wolf
shear the armor off
put it in an item frame
/data get entity @e[type=minecraft:item_frame,sort=nearest,limit=1]
![]()
Bonus: put the armor back on the wolf and keep attacking it and eventually you will crash with this error
![]()
You should be able to jump into this hole or 1 block up and a slab above as shown in the image... However this is not the case. You can not jump into it. In Bedrock Edition, you are able to do this. In Java edition you cannot.
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I have done a lot of testing and found that the exact jump height is 1.2522033. More accurate found by Jarl-Penguin: 1.252203440253726651
How I figured this out:
I used boats with no gravity to figure this out.
You can use these commands to summon boats to test this.
1./execute align xyz run summon minecraft:boat ~ ~-0.8147033 ~ {NoGravity:1b}2.
/execute align xyz run summon minecraft:boat ~ ~-0.3147033 ~ {NoGravity:1b}
Moving the window with the pi chart open producesuselesswarn messages in log
When
thecompass is in your left hand (either left handed or right handed offhand), The compass does not point in the correct direction of where it is pointing. Instead, it is inverted. This may be due to the fix of MC-160810.
When any compass is in your left hand (either left handed or right handed offhand), The compass does not point in the correct direction of where it is pointing. Instead, it is inverted. This may be due to the fix of MC-160810.
Compass doesnot point in correct direction when in left handCompasses do not point in correct direction when in left hand
When any compass is in your left hand (either left handed or right handed offhand), The compass
doesnot point in the correct direction of where it is pointing. Instead, it is inverted. This may be due to the fix of MC-160810.
When any compass is in your left hand (either left handed or right handed offhand), The compass will not point in the correct direction of where it is pointing. Instead, it is inverted. This may be due to the fix of MC-160810.
Item Cooldowns of item stacks greater than 1 render in front of item tooltips
The item cooldowns are rendered in front of item tooltips. This was probably caused by it having a texture file now.
This is not an issue in 1.21.1 so it seems it was introduced in the 1.21.2 snapshot cycle.
Steps to Reproduce:
- Use the following command to give yourself ender pearls
/give @p minecraft:ender_pearl[minecraft:use_cooldown={seconds:255},minecraft:max_stack_size=99] 99
- Use an ender pearl
- Arrange them in your inventory so that they are under where an item tooltip is.
The item cooldown renders in front of the item tooltip
In versions before 24w44a, you could swim when in crouching mode under a slab.
Now, you are no longer able to swim when in this state. This is most likely caused by the fix of MC-152728.
h3. Steps to reproduce
- Go into water with a slab above you so that you are crouched
- Try to swim by sprinting
You can not swim
apparently this was a bug in 1.13. i haven't tested it in 1.14 but i saw in a video that in 1.13 slow falling affected every entity except flying mobs (obviously) and squids/glow squid (the glitch) you can test it in 1.14 and tell me if its still a problem then i will update this post. by the way i own a copy of the game, just am lazy, here's the video: https://www.youtube.com/watch?v=Jyr1XdePVJI&list=PL7VmhWGNRxKi1ikLc2b_pi6EIGOCdF10d&index=13
Command to Reproduce
(squid)
/summon minecraft:squid ~ ~30 ~ {active_effects:[{duration:-1,amplifier:0b,id:"minecraft:slow_falling"}]}(glow squid)
/summon minecraft:glow_squid ~ ~30 ~ {active_effects:[{duration:-1,amplifier:0b,id:"minecraft:slow_falling"}]}Code Analysis
Code Analysis done by [Mod] Anthony Cicinelli
The issue here is that there is no check for the effect causing vertical movement to stay the same in the aiStep methodCurrent Code
net/minecraft/world/entity/animal/Squid.java... else { this.tentacleAngle = Mth.abs(Mth.sin(this.tentacleMovement)) * (float)Math.PI * 0.25F; if (!this.level.isClientSide) { double d1 = this.getDeltaMovement().y; if (this.hasEffect(MobEffects.LEVITATION)) { d1 = 0.05D * (double)(this.getEffect(MobEffects.LEVITATION).getAmplifier() + 1); } else if (!this.isNoGravity()) { d1 -= 0.08D; } this.setDeltaMovement(0.0D, d1 * (double)0.98F, 0.0D); } this.xBodyRot += (-90.0F - this.xBodyRot) * 0.02F; }Fixed Code
net/minecraft/world/entity/animal/Squid.javaelse { this.tentacleAngle = Mth.abs(Mth.sin(this.tentacleMovement)) * (float)Math.PI * 0.25F; if (!this.level.isClientSide) { double d1 = this.getDeltaMovement().y; if (this.hasEffect(MobEffects.LEVITATION)) { d1 = 0.05D * (double)(this.getEffect(MobEffects.LEVITATION).getAmplifier() + 1); } else if(this.hasEffect(MobEffects.SLOW_FALLING)) { //Adding a check for slow falling and changing the speed fixes MC-167008 d1 = -0.05D * (double) (this.getEffect(MobEffects.SLOW_FALLING).getAmplifier() + 1); } else if (!this.isNoGravity()) { d1 -= 0.08D; } this.setDeltaMovement(0.0D, d1 * (double)0.98F, 0.0D); } this.xBodyRot += (-90.0F - this.xBodyRot) * 0.02F; }The slow falling effect does not slow down the movement of squids or glow squids while mid air.
Command to Reproduce
(squid)
/summon minecraft:squid ~ ~30 ~ {active_effects:[{duration:-1,amplifier:0b,id:"minecraft:slow_falling"}]}(glow squid)
/summon minecraft:glow_squid ~ ~30 ~ {active_effects:[{duration:-1,amplifier:0b,id:"minecraft:slow_falling"}]}Code Analysis
Code Analysis done by [Mod] Anthony Cicinelli
The issue here is that there is no check for the effect causing vertical movement to stay the same in the aiStep methodCurrent Code
net/minecraft/world/entity/animal/Squid.java... else { this.tentacleAngle = Mth.abs(Mth.sin(this.tentacleMovement)) * (float)Math.PI * 0.25F; if (!this.level.isClientSide) { double d1 = this.getDeltaMovement().y; if (this.hasEffect(MobEffects.LEVITATION)) { d1 = 0.05D * (double)(this.getEffect(MobEffects.LEVITATION).getAmplifier() + 1); } else if (!this.isNoGravity()) { d1 -= 0.08D; } this.setDeltaMovement(0.0D, d1 * (double)0.98F, 0.0D); } this.xBodyRot += (-90.0F - this.xBodyRot) * 0.02F; }Fixed Code
net/minecraft/world/entity/animal/Squid.javaelse { this.tentacleAngle = Mth.abs(Mth.sin(this.tentacleMovement)) * (float)Math.PI * 0.25F; if (!this.level.isClientSide) { double d1 = this.getDeltaMovement().y; if (this.hasEffect(MobEffects.LEVITATION)) { d1 = 0.05D * (double)(this.getEffect(MobEffects.LEVITATION).getAmplifier() + 1); } else if(this.hasEffect(MobEffects.SLOW_FALLING)) { //Adding a check for slow falling and changing the speed fixes MC-167008 d1 = -0.05D * (double) (this.getEffect(MobEffects.SLOW_FALLING).getAmplifier() + 1); } else if (!this.isNoGravity()) { d1 -= 0.08D; } this.setDeltaMovement(0.0D, d1 * (double)0.98F, 0.0D); } this.xBodyRot += (-90.0F - this.xBodyRot) * 0.02F; }
There is no longer spawnprotectionafter respawningThere is no longer spawn immunity after respawning
When you respawn you no longer get damage immunity. This can cause an infinite death cycle with no escaping. This is likely caused from a patch to no damage after reloading a world,
MC-212.Steps to Reproduce:
- Set your spawn point at a bed with lava nearby
- Jump in the lava to die
- Jump into the lava after respawning
You do not have spawn
protectionand take damageWhen you respawn you no longer get damage immunity. This can cause an infinite death cycle with no escaping. This is likely caused from a patch to no damage after reloading a world,
MC-212.Steps to Reproduce:
- Set your spawn point at a bed with lava nearby
- Jump in the lava to die
- Jump into the lava after respawning
You do not have spawn immunity and take damage
Middle click dragging an item over the same item causes the item to not appearClick dragging an item over the same item causes the item to not appear
When you
are in creative and middle click drag an item it creates more ofthe item. If you middle drag an item over the same item it just disappears until you stopholding middle click.Steps to Reproduce
- G
o in creative and grab an item- middle click the item
- Drag
your mouse with middle click over the item you middle clicked![]()
Itdisappears.
When you drag an item over another item stack of the same type it disappears until you stop click dragging it. The happens with all clicking types, middle, left, & right. It also happens in survival mode if you left or right click drag.
Steps to Reproduce
- Get 2 stacks of the same item type
- Drag one of the items over the other item of the same type
The item you dragged it over disappears until you release click
When throwing a projectile when moving sideways the project should keep the player's direction momentum. This is the case in Java edition, causing it to have diagonal velocity. This is not the case in Bedrock edition. When thrown, projectiles will only have velocity in the direction it was thrown with no impact based on the player's actions. Thus, the Bedrock projectiles do not follow the laws of motion.
This is most obvious with wind charges, when moving sideways and throwing it in Java edition, it gets diagonal momentum. In Bedrock Edition it just goes straight.
When you throw any projectile while walking sideways in the image below it should land near the target block rather than the red concrete. This is the case in Java Edition but not Bedrock.
Steps to Reproduce:
- Get a wind charge
- Move sideways and throw it
The snowball goes straight instead of diagonal, not following player movement
When throwing a projectile when moving sideways the project should keep the player's direction momentum. This is the case in Java edition, causing it to have diagonal velocity. This is not the case in Bedrock edition. When thrown, projectiles will only have velocity in the direction it was thrown with no impact based on the player's actions. Thus, the Bedrock projectiles do not follow the laws of motion.
This is most obvious with wind charges, when moving sideways and throwing it in Java edition, it gets diagonal momentum. In Bedrock Edition it just goes straight.
When you throw any projectile while walking sideways in the image below it should land near the target block rather than the red concrete. This is the case in Java Edition but not Bedrock.
Steps to Reproduce:
- Get a wind charge
- Move sideways and throw it
The snowball goes straight instead of diagonal, not following player movement




























Just noticed it and went to check if anyone else reported!! Hopefully it gets fixed soon, it is very annoying.
no i looked in the game files
those are piglins not hoglins plus this is not a bug
boats and chest boats keep their name when placed and broken in the latest snapshot (24w12a). Same with Eye of enders, enderpearls, and fireworks rockets also keep their name when thrown / placed. I don't know when these were fixed but they are
I can confirm that end crystals, paintings, item frames / glow item frames, leads / leash knots, fishing rod bobber (fishing rod name),
This was somewhat fixed in 1.20.2-1.20.4 and is now fully fixed in snapshot 1.20.5 Pre-Release 1 due to the removal of the dirt background
I searched for 20 minutes before to find a bug like this but couldn't. After I posted this, further testing found it also cleared effects. I went to look for a bug report on that and found out that this bug report is a Duplicate of
MC-124177Affects 1.20.5 Release Candidate 2
Affects 1.20.5 Release Candidate 2
As of 1.20.5 Release Candidate 2 there are a couple new blocks affected:
I am just using examples to prove that the jump height is incorrect.
Can confirm.
Note: You must be in survival mode
Caused by
MC-275239Relates to
MC-275211Duplicate of
MCL-24559Duplicate of
MC-275205Can confirm in 24w34a,
Affects 1.21, 1.21.1, & 24w34a.
The barrel is also affected by this. This is the same case as the piston though and could be WAI:
After reviewing the list I have made a few observations.
Correct me if I'm wrong but it seems that Buttons and Looms are correct in 3rd person
Grindstones are not correct at all. (item icon and third person are backwards and first person is sideways)
Fences don't look correct in 3rd person
Code for all changes:
Duplicate of
MC-262939New reproduce steps for 1.21+ now that it only breaks at 12 or 13 blocks and not when a player is in the boat
To reproduce
→
Duplicates
MC-276134Would MC-186770 describe the 3rd video?
This was an intentional change made in 24w33a (See Changelog)
This is probably a Won't Fix situation (Air is probably WAI) but I can confirm this happens with all item models that use the builtin/entity parent in their item model.
If you use the item_model component on an item that doesn't have the builtin/entity on one that does have it, it will appear invisible.
e.g.
This happens because it is not given a texture to assign to the item. This also happens if you use a model like the following:
Can confirm in 1.21.1 and 24w36a
Testing discovered MC-276423
I can reproduce this in 1.21.1 but can't in 24w36a.
Are you stating that the shears model should use handheld instead of generated so that it is the same as a tool / stick? Are you saying it should be mirrored? It is unclear to me what is being stated here.
Can confirm in 1.21.2 Pre-Release 2.
Can confirm in 1.21.3 & 24w44a however the squids no longer take fall damage with the effect, unlike in the previously attached video.
I would also like to request ownership as the original reporter hasn't been active in a while.
Fixed in 1.21.2.
May be fixed due to MC-278123 and could get reverted if that bug gets fixed
Ever since 21w17a it unloads all entities after death. This means that this bug no longer occurs.
I believe they didn't revert this change due to the reintroduction of swimming with elytra activated.
I do agree that for those who don't use toggle sprint it is quite annoying having to retoggle sprint whilst "elytra running" so this should be a valid issue.
Can confirm,
It appears the saddle slot has replaced the carpet slot. You can still shift click or right click camels with carpet but it does not show up in their inventory