COMETC2021A1
- COMETC2021A1
- JIRAUSER754572
- Asia/Hong_Kong
- Yes
- No
Summary:
You could fly throigh a ceiling with elytra.
How to reproduce:
1.Fly towards a ceiling with elytra and firework rockets(it is easier to reproduce if the filght of rockets are 3).
2.When you reach the ceiling, press "space" twice.
3.Then you will fly through the ceiling.Analysis:
When you press space the first time, you will exit gliding, and your hitbox will update from 0.6 blocks to 1.8 blocks, so you will stuck in the block upon you. When you press space the second time, you will start to glide again. At this time, the thrust of rocket doesn't end, so you could go through the block you stucked in.
There is a video attached.
Summary:
You could fly throigh a ceiling with elytra.
How to reproduce:
1.Make sure you are in survival mode.
2.Fly towards a ceiling with elytra and firework rockets(it is easier to reproduce if the filght of rockets are 3).
3.When you reach the ceiling, press "space" twice.
4.Then you will fly through the ceiling.
Analysis:
When you press space the first time, you will exit gliding, and your hitbox will update from 0.6 blocks to 1.8 blocks, so you will stuck in the block upon you. When you press space the second time, you will start to glide again. At this time, the thrust of rocket doesn't end, so you could go through the block you stucked in.
There is a video attached.
Summary:
Could diagonally go through a solid block by throwing a riptide 3 trident.
Steps to reproduce:
1.Build a 1 block wide pillar with any solid blocks.
2. /weather rain and get a riptide 3 trident.
3.Stand at the same position as in the video.
4.Facing at the same direction as in the video.
5.Throw the trident.
{}Observed Results:{}
You will go through the pillar.
Expected results:
You will collide with it.
Notes:
Affects any versions 1.13+ in Java Edition
Also affects Bedrock Edition
Summary:
Could diagonally go through a solid block by throwing a riptide 3 trident.
Steps to reproduce:
1.Build a 1 block wide pillar with any solid blocks.
2. /weather rain and get a riptide 3 trident.
3.Stand at the same position as in the video.
4.Facing at the same direction as in the video.
5.Throw the trident.
Observed Results:
You will go through the pillar.
Expected results:
You will collide with it.
Notes:
Affects any versions 1.13+ in Java Edition
Also affects Bedrock Edition
Analysis:
This is because Minecraft don't detect collision directly, instead, the game detect collision on axes(Y→X→Z or Y→Z→X), when your X and Z speed are both fast enough, the game will consider that you bypassed the block, so you "go through" the block.
Summary:
Could diagonally go through a solid block by throwing a riptide 3 trident.
Steps to reproduce:
1.Build a 1 block wide pillar with any solid blocks.
2. /weather rain and get a riptide 3 trident.
3.Stand at the same position as in the video.
4.Facing at the same direction as in the video.
5.Throw the trident.
Observed Results:
You will go through the pillar.
Expected results:
You will collide with it.
Notes:
Affects any versions 1.13+ in Java Edition(Similar bug could happen much earlier)
Also affects Bedrock Edition
Analysis:
This is because Minecraft don't detect collision directly, instead, the game detect collision on axes(Y→X→Z or Y→Z→X), when your X and Z speed are both fast enough, the game will consider that you bypassed the block, so you "go through" the block.
Elytra/High-level speed effect also could cause this issue.
Summary:
Could diagonally go through a solid block
by throwing a riptide 3 trident.Steps to reproduce:
1.Build a 1 block wide pillar with any solid blocks.
2. /weather rain and get a riptide 3 trident.
3.Stand at the same position as in the video.
4.Facing at the same direction as in the video.
5.Throw the trident.
Observed Results:
You will go through the pillar.
Expected results:
You will collide with it.
Notes:
Affects any versions 1.
13+ in Java Edition(Similar bug could happen much earlier)Also affects Bedrock Edition
Analysis:
This is because Minecraft don't detect collision directly, instead, the game detect collision on axes(Y→X→Z or Y→Z→X), when your X and Z speed are both fast enough, the game will consider that you bypassed the block, so you "go through" the block.
Elytra/High-level speed effect also could cause this issue.
Summary:
Could diagonally go through a solid block with enough speed on both X and Z axis.
(etc. throwing a riptide 3 trident, flying with elytra, have very high level speed effect)
Steps to reproduce:
A easy reproduce method:
1.Build a 1 block wide pillar with any solid blocks.
2. /weather rain and get a riptide 3 trident.
3.Stand at the same position as in the video.
4.Facing at the same direction as in the video.
5.Throw the trident.
Observed Results:
You will go through the pillar.
Expected results:
You will collide with it.
Notes:
Affects any versions 1.8+(maybe earlier) in Java Edition.
Also affects Bedrock Edition.
Analysis:
This is because Minecraft don't detect collision directly, instead, the game detect collision on axes(Y→X→Z or Y→Z→X), when your X and Z speed are both fast enough, the game will consider that you bypassed the block, so you "go through" the block.
Could diagonally go through a solid blockby throwing a riptide 3 tridentCould diagonally go through a solid block with enough speed on both X and Z axis.
When a player(survival mode) is standing in an Ender Dragon's hitbox, the Distance Flown statistic will rapidly increase.
In the attached video, The Distance Flown increased about 80km within less than a minute.
This is not a duplicate of MC-30542 because in this case players actually don't move.
Steps to reproduce
1.run /data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:3} to make the dragon land.
2.When the dragon land, stand at the center of the dragon and switch to survival mode.
3.Open the statistics and note down the distance flown.
4.Waiting until the dragon knockback you, open the statistics and note down the distance flown again.
Observed behaviour:
The distance flown increased over 50 km.
Expected behaviour:
The distance flown don't increase.
Notes:
This bug happened since 1.14.
I think it's because the dragon always gives player a large amount of server velocity when they are in the Dragon's knockback hitbox even if the player don't actually move.
When a player(survival mode) is standing in an Ender Dragon's hitbox, the Distance Flown statistic will rapidly increase.
In the attached video, The Distance Flown increased about 80km within less than a minute.
This is not a duplicate of MC-30542 because in this case players actually don't move.
Steps to reproduce
1.run /data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:3} to make the dragon land.
2.When the dragon land, stand at the center of the dragon and switch to survival mode.
3.Open the statistics and note down the distance flown.
4.Waiting until the dragon knockback you, open the statistics and note down the distance flown again.
Observed behaviour:
The distance flown increased over 50 km.
Expected behaviour:
The distance flown don't increase.
Notes:
This bug happened since 1.
14.I think it's because the dragon always gives player a large amount of server velocity when they are in the Dragon's knockback hitbox even if the player don't actually move.
When a player(survival mode) is standing in an Ender Dragon's hitbox, the Distance Flown statistic will rapidly increase.
In the attached video, The Distance Flown increased about 80km within less than a minute.
This is not a duplicate of MC-30542 because in this case players actually don't move.
Steps to reproduce
1.run /data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:3} to make the dragon land.
2.When the dragon land, stand at the center of the dragon and switch to survival mode.
3.Open the statistics and note down the distance flown.
4.Waiting until the dragon knockback you, open the statistics and note down the distance flown again.
Observed behaviour:
The distance flown increased over 50 km.
Expected behaviour:
The distance flown don't increase.
Notes:
This bug happened since 1.9.
I think it's because the dragon always gives player a large amount of server velocity when they are in the Dragon's knockback hitbox even if the player don't actually move.
When player's generic.step_height is greater than or equal to
5.5 blocks, they can't move while sneaking.Steps to reproduce:
1.
Run the command /attribute @s minecraft:generic.step_height base set 5.5(5.5 can be replaced by a larger number)
2.Press shift and W(Sneak button and move forward button).
Observed results:
You can't move forward when you are sneaking.
Expected results:
You can move forward when you are sneaking.
When player's generic.step_height is greater than or equal to ((Collidable block's hitbox total height under the player)+1.5) blocks, they can't move while sneaking.
Steps to reproduce:
1.Create a normal superflat world (4 blocks thick) and run the command /attribute @s minecraft:generic.step_height base set 5.5
(5.5 can be replaced by a larger number)
2.Press shift and W(Sneak button and move forward button).
Observed results:
You can't move forward when you are sneaking.
Expected results:
You can move forward when you are sneaking.
Cannot move while sneaking when player's generic.step_height ≥5.5 blocksCannot move while sneaking when player's generic.step_height ≥(Collidable block's hitbox total height under the player)+1.5
When player's generic.step_height is greater than or equal to ((Collidable block's hitbox total height under the player)+1.5) blocks, they can't move while sneaking.
Steps to reproduce:
1.Create a normal superflat world (4 blocks thick) and run the command /attribute @s minecraft:generic.step_height base set 5.5
(5.5 can be replaced by a larger number)
2.Press shift and W(Sneak button and move forward button).
Observed results:
You can't move forward when you are sneaking.
Expected results:
You can move forward when you are sneaking.
When player's generic.step_height is greater than or equal to ((Collidable block's hitbox total height under the player)+1.5) blocks, they can't move while sneaking.
Steps to reproduce:
1.Create a normal superflat world (4 blocks thick) and run the command /attribute @s minecraft:generic.step_height base set 5.5
(5.5 can be replaced by a larger number)
2.Press shift and W(Sneak button and move forward button).
Observed results:
You can't move forward when you are sneaking.
Expected results:
You can move forward when you are sneaking.
Code Analysis is in the comments.
Wolves with wolf armor immues player's attack damage.
In this video, I attack the 32 times and it is still alive.
Steps to reproduce:
1.Summon a wolf and tame it.
2.Equip wolf armor for it.
3.Attack it and it will completely immue your attack damage. (Its health will remain 40 unless the wolf armor breaks)
Wind charges do not disappear after being rebounded by breeze.
It should disappear after 1 minute, but I waited over 2 minutes and it didn't disappear.
(In the video, the game is 10x faster after I used /tick command, but the wind charge still don't disappear 20s later(200+s in game).
Wind charges do not disappear after being rebounded by breeze.
It should disappear after 1 minute, but I waited over 2 minutes and it didn't disappear.
(In the video, the game is 10x faster after I used /tick command, but the wind charge still don't disappear 20s later(200+s in game).
Wind charges do not disappear after being rebounded by breeze.
Steps to Reproduce:
1.Summon 2 breezes spaced 5-10 blocks apart and let them sit in boats.
2.Stand between them and throw a wind charge to one of them.
3.Immediately leave to prevent from being hit by the rebounded wind charge and wait for over 1 minute to see if it will disappear.Observed Results:
It do not disappear.(In my video, the game is 10x faster after I used /tick command, but the wind charge still don't disappear 20s later(200+s in game).
Expected Results:
It disappears after 1 minute.
Buried Treasure cannot generate below y=0 in 1.18+.
Seed:892313478237648
/tp 73 -27 -599
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't found any buried treasure.
Buried Treasure cannot generate below y=0 in 1.18+.
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't found any buried treasure.
Buried Treasure cannot generate below y=0 in 1.18+.
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't f
ound any buried treasure.Buried Treasure cannot generate below y=0 in 1.18+.
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Buried Treasure cannot generate
below y=0in 1.18+.Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Buried Treasure cannot generate if there's no stone below its generate position (etc. Y<0) in 1.18+.
Steps to reproduce:
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Analysis:
Buried Treasure always generates 1 block higher than the highest stone at its X and Z coordinates.
But if there's no stone at it's X and Z coordinates, it won't generate.
There's no stone (only deepslate) below Y=0, so it can't generate below Y=0.
(For proof, you can create a default superflat world or a only-deepslate superflat world, then run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found it is "placed" but no buried treasure chest generated. Then create a only-stone superflat world, run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found the buried treasure chest is generated.)
Buried Treasure cannot generatebelow Y=0Buried Treasure cannot generate if there's no stone below its generate position (etc.Y<0)
Buried Treasure cannot generate if there's no stone below its generate position (etc. Y<0) in 1.18+.
Steps to reproduce:
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Analysis:
Buried Treasure always generates 1 block higher than the highest stone or sandstone at its X and Z coordinates.
But if there's no stone or sandstone at it's X and Z coordinates, it won't generate.
There's no stone or sandstone(only deepslate) below Y=0, so it can't generate below Y=0.
(For proof, you can create a default superflat world or a only-deepslate superflat world, then run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found it is "placed" but no buried treasure chest generated. Then create a only-stone or only-sandstone superflat world, run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found the buried treasure chest is generated.)
Buried Treasure cannot generate if there's no stone or sandstone below its generate position (etc.Y<0)
Buried Treasure cannot generate if there's no stone below its generate position
(etc. Y<0)in 1.18+.Steps to reproduce:
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Analysis:
Buried Treasure always generates 1 block higher than the highest s
tone or sandstone at its X and Z coordinates.But if there's no s
tone or sandstone at it's X and Z coordinates, it won't generate.There's no
stone orsandstone(only deepslate)below Y=0, so it can't generate below Y=0.(For proof, you can create a default superflat world or a only-deepslate superflat world, then run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found it is "placed" but no buried treasure chest generated. Then create a
only-stone or only-sandstone superflat world, run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found the buried treasure chest is generated.)Buried Treasure cannot generate if there's no suitable stone below its generate position in 1.18+.
Steps to reproduce:
Seed:892313478237648
/tp 73 -27 -599 (The water is 90 blocks deep here)
Then run the command
/locate structure buried_treasureIt will say it's 0 blocks away.
Then dig down, you won't find any buried treasure.
Analysis:
Buried Treasure always generates 1 block higher than the highest suitable stone at its X and Z coordinates.
Suitable stone includes:
Stone, Sandstone. Diorite, Granite, Andesite.
But if there's no such stone at it's X and Z coordinates, it won't generate.
There's no these type of stone below Y=0, so it can't generate below Y=0.
(For proof, you can create a default superflat world or a only-deepslate superflat world, then run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found it is "placed" but no buried treasure chest generated. Then create a superflat world with only suitable types of stone, run the command /place structure minecraft:buried_treasure ~ ~ ~ , and you will found the buried treasure chest is generated.)
Buried Treasure cannot generate if there's no stone or sandstone below its generate position(etc.Y<0)Buried Treasure cannot generate if there's no suitable stone below its generate position
Buried Treasurecannotgenerate if there's no suitable stone below its generate positionBuried Treasure fails to generate if there's no suitable stone below its generate position
In Java Edition, Buried Treasure always generates with blocks around it. But in Bedrock Edition, "Buried" Treasure can generate floating in the air, water or lava.
How to reproduce:
Use the Seed:193224703405482
/tp 2440 6 -1000
/tp 2455 -17 -890
/tp 2391 8 -1016
/tp 2440 6 -1066
/tp 2
502-58-1000And take note as to whether or not the treasure chests are generated floating in air, water or lava.
Observed result:
They are floating in the air, water or lava.
Expected result:
They are buried in solid blocks.
Notes:
Relates to MCPE-172251. (Here is a plains biome)
In Java Edition, Buried Treasure always generates with blocks around it. But in Bedrock Edition, "Buried" Treasure can generate floating in the air, water or lava.
How to reproduce:
Use the Seed:193224703405482
/tp 2440 6 -1000
/tp 2455 -17 -890
/tp 2391 8 -1016
/tp 2440 6 -1066
/tp 2440 -59 -937
And take note as to whether or not the treasure chests are generated floating in air, water or lava.
Observed result:
They are floating in the air, water or lava.
Expected result:
They are buried in solid blocks.
Notes:
Relates to MCPE-172251. (Here is a plains biome)
Trail ruins can generate through bedrock layer and allow players to fall into the void.
Seed:8923
23955428232/tp
15-7020relates to MCPE-117021 and MCPE-172251 (because here is a forest biome, which is a wrong biome for a trail ruin to generate)
Trail ruins can generate through bedrock layer and allow players to fall into the void.
Seed: 892337512822534
/tp 626 -70 -926
relates to MCPE-117021 and MCPE-172251 (because here is a forest biome, which is a wrong biome for a trail ruin to generate)
Trail ruins can generate through bedrock layer and allow players to fall into the void.
Seed:
892337512822534/tp
626-70 -926relates to MCPE-117021 and MCPE-172251 (because here is a forest biome, which is a wrong biome for a trail ruin to generate)
Trail ruins can generate through bedrock layer and allow players to fall into the void.
Seed: -2940569081696083518
/tp 0 -70 -850
relates to MCPE-117021 and MCPE-172251 (because here is a forest biome, which is a wrong biome for a trail ruin to generate)
Steps to reproduce:
1.run the command:
/execute in the_nether run tp @s 4000000 128 02.Then run the command:
/execute in overworld run tp @s ~ ~ ~{}Observed result:
It will say "Invalid position for teleport".
Expected result:
You will be teleport to the world border in overworld or (29999999,128,0) in overworld.
Notes:
Change overworld to the_end will also cause this,
Windows 11
, Java 22
Trial chambers do not immediatelyloadwhen loading terrainTrial chambers do not immediately generate when loading terrain
Summery:
Trial chambers do not immediately load when loading terrain.
How to reproduce:
Seed:193222952930161
Use creative mode but don't fly.
/tp 173 -21 186 (This position is inside the trial chamber)
Wait until terrain loads.
Observed result:
You will fall into lava below the trial chamber, then the trial chamber generate at your original place. (This doesn't always happen, so you may need to try multiple times)
Expected result:
The trial chamber will immediately
loadwhen you teleport into it.Summery:
Trial chambers do not immediately load when loading terrain.
How to reproduce:
Seed:193222952930161
Use creative mode but don't fly.
/tp 173 -21 186 (This position is inside the trial chamber)
Wait until terrain loads.
Observed result:
You will fall into lava below the trial chamber, then the trial chamber generate at your original place. (This doesn't always happen, so you may need to try multiple times)
Expected result:
The trial chamber will immediately generate when you teleport into it.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill ~-10 ~-10 ~20 ~ ~ ~20 cobweb
- Equip an elytra
- /gamemode <survival or creative>
- Fly through the cobwebs at relatively high speed, without a firework rocket
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player flies mostly through the cobwebs
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill ~-10 ~-10 ~20 ~ ~ ~20 cobweb
- Equip an elytra
- /gamemode <survival or creative>
Fly through the cobwebs atrelatively highspeed, without a firework rocketExpected result
The behavior would be the same between game modes.
Actual result
In creative mode the player flies mostly through the cobwebs
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill -10 -10 100 10 10 100 minecraft:cobweb
- Equip an elytra
- /setblock 0 39 1 stone
- /tp @s 0 40 2.29 0 34.9
- /gamemode survival
- Double press space to start gliding, and see if you could go through the cobweb.
- /tp @s 0 40 2.29 0 34.9 again
- Double press space to start gliding, then F3+F4 to switch to creative mode in the air, and see if you could go through the cobweb.
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player flies mostly through the cobwebs
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill -10 -10 100 10 10 100 minecraft:cobweb
- Equip an elytra
- /setblock 0 39 1 stone
- /tp @s 0 40 2.29 0 34.9
- /gamemode survival
- Double press space to start gliding, and see if you could go through the cobweb.
- /tp @s 0 40 2.29 0 34.9 again
- Double press space to start gliding, then F3+F4 to switch to creative mode in the air, and see if you could go through the cobweb.
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player
fliesmostlythrough the cobwebs
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill -10 -10 100 10 10 100 minecraft:cobweb
- Equip an elytra
- /setblock 0 39 1 stone
- /tp @s 0 40 2.29 0 34.9
- /gamemode survival
- Double press space to start gliding, and see if you could go through the cobweb.
- /tp @s 0 40 2.29 0 34.9 again
- Double press space to start gliding, then F3+F4 to switch to creative mode in the air, and see if you could go through the cobweb.
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player glides through the cobwebs
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
The bug
When gliding with an elytra into cobwebs, the behavior is different per game mode.
Steps to reproduce
- /fill -10 -10 100 10 10 100 minecraft:cobweb
- Equip an elytra
- /setblock 0 39 1 stone
- /tp @s 0 40 2.29 0 34.9
- /gamemode survival
- Double press space to start gliding, and see if you could go through the cobweb.
- /tp @s 0 40 2.29 0 34.9 again
- Double press space to start gliding, then F3+F4 to switch to creative mode in the air, and see if you could go through the cobweb.
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player glides through the cobwebs (but still get a slow-down)
In survival mode the player is stopped at the start of the cobwebsCause
"<player> moved wrongly" is outputted to the log for survival mode, indicating the game believes the cobwebs should not be able to let the player through at all.
Sharpness enchantmentdoesn'tincreaseattack damage.Sharpness enchantment secreases attack damage instead of increasing attack damage.
Sharpness enchantmentsecreases attack damage instead of increasing attack damage.Sharpness enchantment decreases attack damage instead of increasing attack damage.
Your FOV doesn't change back to normal after jumping off from soul sand when wearing a soul speed boot.
Steps to reproduce:{}
1.Wear a soul speed 3 boot ans place a soul sand/soul soil block in front of you.
2.Jump onto the soul sand/soul soil, your FOV will change.
3.Jump off the soul sand and immediately release W and Space.
Observed result:
Your FOV doesn't change back until you move again.
Expected result:
Your FOV will immediately change back when you land on normal blocks.
Your FOV doesn't change back to normal after jumping off from soul sand/soul soil when wearing a soul speed boot.
Steps to reproduce:
Seed:892344456031888
/tp 70 -50 231
Observed result:
Lava generates underwater and doesn't turn into obsidian.
This happens since 1.16 or earlier.
Expected result:
When lava generates underwater, it always turns into obsidian.
Steps to reproduce:
Seed:892344456031888
/tp 70 -50 231
Observed result:
Lava generates underwater and doesn't turn into obsidian.
This happens since 1.16 or earlier.
Expected result:
When lava generates underwater, it always turns into obsidian.
Notes:
This happens since 1.16 or earlier.
Similar to MCPE-140185.
Steps to reproduce:
Seed:892344456031888
/tp 70 -50 231
Observed result:
Lava generates underwater and doesn't turn into obsidian.
This happens since 1.16 or earlier.
Expected result:
When lava generates underwater, it always turns into obsidian.
Notes:
This happens since 1.16 or earlier.
Similar to MCPE-140185.
Can confirm in 1.20.6 and 24w20a.
But this issue is hard to fix, because time in Minecraft is discontinuous.
Entities only move once per tick (20 ticks per second), When player's head is above the ceiling at the 1st tick, and player's feet is below the ground at the 2nd tick, you won't jump into the gap.
For 1.5 blocks tall gaps, it requires INFINITY ticks per second to fix this issue, because player's height is also 1.5 blocks.
You even can't jump into a 2 blocks tall gap which is 2 blocks lower, even if you sneak into it (see picture 1), but you can run off without jump and then sneak into it. (But if the gap is 3 blocks away from you, run off wlink titleon't work because you can't go that far without jumping, see picture 2)
When you riding a horse from nether to overworld, you may teleportinto air and fallWhen you riding a horse from nether to overworld, you may teleport to mid-air and fall
The bug
When you riding a horse from nether to overworld, you may teleport into air and fall
Steps to reproduce:
1.Create a superflat world and tame a horse.
2./gamerule entitiesWithPassengersCanUsePortals true
3.Build a nether portal and ride it into the nether.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.
The bug
When you riding a horse from nether to overworld, you may teleport into air and fall
Steps to reproduce:
1.
Create a superflat world and tame a horse.2./gamerule entitiesWithPassengersCanUsePortals true
3.
Build a nether portal and ride it into the nether.4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.
The bug
When you riding a horse from nether to overworld, you may teleport into air and fall
Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.
The bug
When you riding a horse
from nether to overworld, you may teleportintoair and fallSteps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.
The bug
When you riding a horse and teleporting through portals, you may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.
When you riding a horse from nether to overworld, you may teleport tomid-air and fallWhen you riding a horse from nether to overworld, you and the horse may teleport to wrong place
When you riding a horsefrom nether to overworld, you and the horse may teleport to wrong placeWhen you riding a horse through portals, you and the horse may teleport to wrong place
The bug
When you riding a horse and teleporting through portals, you may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
I have not tested other entities.The bug
When you riding a horse and teleporting through portals, you may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
Notes:
This affects both nether portals and end portals.
The bug
When you riding a
horseand teleporting through portals, you may teleport to wrong place and fall/suffocate/fall into the void.Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
Notes:
This affects both nether portals and end portals.
The bug
When you are riding an entity and teleporting through portals, you and the entity may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
Notes:
This affects both nether portals and end portals.
When you riding ahorsethrough portals, you and thehorsemay teleport to wrong placeWhen you riding an entity through portals, you and the entity may teleport to wrong place
The bug
When you are riding an entity and teleporting through portals, you and the entity may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1.
/gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3.Summon and tame a horse and ride it.
4.Go back from the nether to overworld with it through the portal.Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
Notes:
This affects both nether portals and end portals.
The bug
When you are riding an entity and teleporting through portals, you and the entity may teleport to wrong place and fall/suffocate/fall into the void.
Steps to reproduce:
1.Create a superflat world (This bug can happen in default world type, but in superflat worlds it seems always occurs)
2./gamerule entitiesWithPassengersCanUsePortals true
3.Go into the nether.
4.Summon and tame a horse and ride it.
5.Go back from the nether to overworld with it through the portal.
Observed result:
You are teleported into mid-air and fall, then the horse died(in survival you will also die)
Expected result:
You are teleported normally to the overworld portal.
Notes:
This affects both nether portals and end portals.
Riding an entity into portals may cause the game softlock.
Relates to
MC-272322.Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3./tp 100000 ~ ~
4.Summon and tame a horse and ride it, then build a portal here.
5.Go back from the nether to overworld with it through the portal.
Riding an entity into portals may cause the game softlock
Riding an entity into portals may cause the game softlock.
Relates to
MC-272322.Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3./tp 100000 ~ ~
4.Summon and tame a horse and ride it, then build a portal here.
5.Go back from the nether to overworld with it through the portal.
Observed result:
The game will softlock, you will fall into the void (client) but don't take fall damage, the server is frozen, and you can't save and quit normally.
Expected result:
You will be teleported to overworld normally.
Notes:
This affects both nether portal and end portal, from overworld to nether/end or back to overworld from nether/end.
Riding an entity into portals may cause the game softlock.
Relates to
MC-272322.Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3./tp 100000 ~ ~
4.Summon and tame a horse and ride it, then build a portal here.
5.Go back from the nether to overworld with it through the portal.
Observed result:
The game will softlock, you will fall into the void (client) but don't take
falldamage, the server is frozen, and you can't save and quit normally.Expected result:
You will be teleported to overworld normally.
Notes:
This affects both nether portal and end portal, from overworld to nether/end or back to overworld from nether/end.
Riding an entity into portals may cause the game softlock.
Relates to
MC-272322.Steps to reproduce:
1./gamerule entitiesWithPassengersCanUsePortals true
2.Go into the nether.
3./tp 100000 ~ ~
4.Summon and tame a horse and ride it, then build a portal here.
5.Go back from the nether to overworld with it through the portal.
Observed result:
The game will softlock, you will fall into the void (client) but don't take void damage, the server is frozen, and you can't save and quit normally.
Expected result:
You will be teleported to overworld normally.
Notes:
This affects both nether portal and end portal, from overworld to nether/end or back to overworld from nether/end.
The gamerule spawnRadius doesn't work anymore, it always spawn you at the same coords when you respawn even if the spawnRadius is not 0.
Gamerule spawnRadius doesn't work anymoreThe gamerule spawnRadius doesn't work anymore on respawn (always respawn at the same place)
If the issue has been fixed COMETC2021A1, please provide a fix version to back that up. Otherwise, saying you cannot reproduce the issue would be more helpful. ![]()
COMETC2021A1 > It will be fixed in a future update (probably the next, check the bug status).
I was able to reproduce using COMETC2021A1's method.


























Can confirm in 1.19.4 and 1.20-pre6.
Maybe it's because Minecraft's tickrate is only 20, flying at 40m/s will fly through 2 blocks within 1 tick, and the mechanism ignored the position between 2 ticks.
Cannot reproduce in 1.20-pre6. This may has been fixed in a snapshot of 1.20 (need more information to confirm this) .
Relates to
MC-100008.Players will also disappear for a frame if they fly straight down with elytra and hit the ground.
This is similar to
MCPE-109925.Confirmed in survival mode.
Could reproduce in survival by firework rockets.
Analysis:
When you press space while gliding under a ceiling, you will exit gliding, and your hitbox will update from 0.6 blocks to 1.8 blocks, so you will stuck in the block upon you. When you press space the second time, you will start to glide again. At this time, the thrust of rocket doesn't end, so you could go through the block you stucked in.
Still affects in 1.20.10.20 Preview after Short Sneak and Crawling experiment enabled.
Confirmed in 1.19.83.
Principle:
The positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others. However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void.
When a player is located at X/Z(2^n-1) and moving towards that axis at a speed of 2^(n-24) blocks per tick (the slowest speed to move between 2^(n-1) and 2^n), two hitbox corners close to 2^n will stop moving at 2^n because that speed couldn't move after 2^n. But another two hitbox corners are located at a coordinate smaller than 2^n, so they could move until they reach 2^n, then the width of player's hitbox will become 0 and fell through the world.
So you could fell through world by moving at 0.25b/t(5m/s) from 4194303 to 4194304, 0.125b/t(2.5m/s) from 2097151 to 2097152, 1.25m/s from 1048575 to 1048576, 0.625m/s from 524287 to 524288, etc. The lowest coordinate for me to reproduce this currently is 8192(Requires ~0.00976m/s speed)
Affects 1.19.4.
Affects End Gateway.
Player's movement isn't continuous, they could only move once per tick. When the player's speed is faster than 1.6blocks/tick (32m/s), players could completely ignore a block without hitbox, because they go through them between two ticks.
You could also fly through cobwebs without being slowed down.
Can confirm in 1.19.4 on horizontal axis (gliding through cobwebs with elytra without being slowed down)
Can confirm in 1.20-rc1.
But I found this could affect 2.0625 and 2.125 block tall place, which has 4 ticks of airtime and could theoretically get into it.
Actually this is not the same bug as
MC-127949.Duplicate of MC-90026.
Relates to MC-90026?
(Similar player animation bug)
Affects 1.20.10.21 Preview.
Can't reproduce in 1.20-rc1.
Still an issue in 1.20.1.
Also affects Java edition 1.20.1.
Are there other players in your world?
Affects 1.20.12
Duplicate of
MCPE-171797.Duplicates
MCPE-173105.Duplicates
MCPE-173105.Relates to MC-90026 (Java Edition)
Cannot reproduce in 1.20.20.23 Preview.
Confirmed in 1.20.1 and 1.20.2.
You can even obtain this advancement by killing a ghast in the nether when the player is in overworld.
Stuck a ghast in a minecart and lit a tnt in front of it when you go back to the overworld could obtain this advancement.
This can be done in survival.
Confirmed in 1.20.3-pre4.
This issue can be traced back to 1.9.
Can confirm in 1.20.3-pre4.
Confirmed in 1.20.4.
Cannot reproduce in 1.20.50.
Confirmed in 1.20.50.
You will teleport to the same coord in the nether as you sleep in the overworld and don't spawn a new nether portal.
If your y≤0, you will teleport into the void of the nether and die.
If your y≥128, you will teleport to the roof of the nether.
If 0< your y <128,you will teleport into the same X and Z as in overworld and no new nether portals will spawn. You might suffocate in a wall or burn in the lava.
You may create a new portal to the overworld and repeat some times to go to over 1 million blocks away from (0,0).
This is because a sleeping player's coords will become the same coord as the bed's coord when they get up , even in the nether.
Players cannot move while sneaking when player's generic.step_height ≥(Collidable block's hitbox total height under the player)+1.5.
For example, if there are only 2 solid blocks under players, they cannot move while sneaking when their generic.step_height is ≥3.5.
Code analysis by @Nickid2018 :
This is because player avoids to fall from block edge, but the checking method is wrong.
It should search the collision from player's feet to its max step height, not just move the collision box to the max step height and check whether it collides.
in 1.20.4.
I can verify all these seeds: 7593177223396, 8994765102493, 32896149644487, 45459229772041, 47874503654705, 75387315386474, 95859970597671, 97313882082378, 107922335640096, 119085881159739, 138511680831956, 140346562199561, 151583292858476, 171678328848504, 184638198002278, 203584364303715, 212144309231988, 222026241845411 and 231024143342486 cause this issue in 23w51a.
There sister seeds (lower 48 bits of the seeds are the same) also could cause this issue, such as 8544180511229186276(=7593177223396+30355*2^48).
The N value in the F3 screen (final_density) __ is always less than zero on the "main island" in these seeds.
in 1.20.4 and 23w51a.
This doesn't speed up.
In 1.20.4 and 23w51a.
Relates to
MC-257082's fix.Swimming needs to sprint in water, but when elytra is active you can't sprint even in water.
Actually, the cheaking method of prevent falling when sneaking checks if they move down a distance equal to their max step height whether it collides.
If it doesn't collide, player won't move.
For example, when a player of step_height 0.6 and scale 0.25 is standing on a closed trapdoor without blocks under it, trapdoor's thickness=0.1875, player's height=1.5*0.25, 0.6-1.5*0.25=0.225>0.1875, so he can't move when sneaking.
Also, a player with scale 1 and step_height 4 can move while sneaking on a floating block 2 blocks above the ground, because his feet is in the ground if he moves 4 blocks down.
Still in 1.20.4 and 23w51b.
This bug happened since 1.14, not 21w06a.
Close F3 and open it again can make it show normally.
Maybe this issue should rename as" "Waiting for the chunk..." forever shown in Debug screen after teleporting to an unloaded chunk.
How to reproduce:
Can confirm in 23w51a.
You need to throw the riptide trident 1gt(0.05s) after you jump to achieve it.
Can confirm this is fixed.
The end city/ship seems to only generate in 17*17 chunks (center of which is the beginning chunk of end cities' generation). So, if an end city generates begin at chunk(64,64), it can only generate from chunk(56,56) to chunk(72,72), if it tries to generate out of the area, it will be cut off.
for example, seed 9831989842559 in 23w51b:
/execute in minecraft:the_end run tp 896 148 70
The end city generates begin at chunk(64,4),so it can only generate to chunk(56,4), then the end ship cut off at X=896.
Affects 24w03a.
Not relate to the two bugs.
This is because Minecraft don't detect collision directly, instead, the game detect collision on axes(Y→X→Z or Y→Z→X), when your X and Z speed are both fast enough, the game will consider that you bypassed the block, so you "go through" the block.
(Elytra and high-level speed effect could also cause this issue)
Duplicates
MC-268811But this datapack can be disabled in 24w09a.
There's another seed cause this issue:
892318692194652 /tp 521 -41 617 or /tp 505 -27 633
There's nothing beneath where the chest generated, so the buried treasure cannot be replaced by anything.
Can confirm in 24w09a.
It doesn't always occurs when player's velocity>1.6m/tick (similar to
MC-92875)Confirmed in 24w10a.
Maybe this issue could be fixed by generating the exit portal at a specific height (y1 or above) when there's no solid block at (0,0).
Still in 24w10a.
Affects 1.20.62 and 1.20.80.21 Preview
Analysis:
This issue not only due to deranged noise, but also relates to the extremely low surface height.
The PV value is defined only when the weirdness noise is between 1.0 and 1.0, but when the weirdness noise is out of ±1.0, the PV value is still calculated for terrain generation. When the weirdness noise's absolute value is 2.0, the PV value will be -3.0 theoretically, which makes extremely low surface height.
The preliminary surface height maybe lower than -64 (The real surface height won't be that low, at least the bedrock layer will generate), which is treated as 32767 when the structures check the biome. This will cause overflow when checking the biome, which cause the biome check skipped. Then all structures can generate in any biome.
Video link:
https://m.youtube.com/watch?v=P8TwdCFGU1g&t=0s
https://m.youtube.com/watch?v=1cHCq2FcleI&t=1s&pp=ygUOc2lua2hvbGUgc2VlZHM%3D
Duplicate of
MC-95555?This issue only happens when the falling speed>0.5b/t.
You can even 1-shot warden if you fall 100 blocks.
(Maybe works as intended)
Can confirm this was fixed in 1.20.50.
Duplicates
MC-267381Duplicate of
MC-269191?relates to MC-2112
The game will crash again if you entered the crashed world.
Maybe. It's build height+30 blocks
Maybe works as intended.
This some other methods to reproduce this:
1.Choose super flat world, open cheats, then choose hardcore mode.
2.Choose an experimental game content, open cheats, then choose hardcore mode.
It can even generate under bedrock and break the final layer of bedrock:
Seed:335544354726572538
(-760,-64,-504)
In 24w14a
Affects 1.20.5-pre1:
Seed:132421243212
/tp -226 -60 198
It seems to be 0.9998 blocks wide.
This issue don't have any significant phenomenon in the game (Maybe affects monsters' generation rate).
Affects 1.20.5 pre1.
But it seems "fixed" in 1.20.5 pre2.
Sprint across 1 block gap is "Works as intended" in
MC-2301, but now it has been unintentionally removedMight cause by
MC-268571.When the generic.gravity>0, the larger it is, the faster you flies.
So maybe you should fly backwards when generic.gravity<0 (that's weird)
Can confirm
This happens since 1.8 or earlier
Maybe intentional
I think this is works as intended.
I found a more detailed method to reproduce this:
Steps to reproduce
Create a superflat world. then:
Expected result
The behavior would be the same between game modes.
Actual result
In creative mode the player glides through the cobweb.
In survival mode the player is stopped at the start of the cobweb.
Mention:
Use the same coordinates, but change the Pitch Angle from 34.9° to 36.01° will let players glide through the cobweb even in survival mode. Change the Pitch Angle from 34.9° to 34° will prevent players from gliding through the cobweb even in creative mode. So this issue doesn't always happen, only happens in some specific situations.
Duplicates MC-177381.
In 1.20.5.
Relates to MC-140727.
(This also affect other structures, such as villages)
In 1.20.5
Can confirm!
In 1.20.6 rc1.
Can confirm.
Serious bug.
Still in 24w18a.
169345152427917032
/tp 273 -8 143
Duplicates
MC-271398.In 24w18a.
Firework rocket:
current:焰火火箭
suggested:烟花火箭
Duplicates
MC-271402."Undead Slayer" should be "Smite".
You might pressed the choose block botton instead of the break block button.
I think "Observed results" should be "Player doesn't get launched."
Duplicate of
MC-271398.Works as intended.
Players cannot disable flying in spectator mode.
Duplicates
MC-271398.In 1.20.6.
Maybe relates to
MC-271402.Duplicate of
MC-271398, which will fix in future update.Duplicate of
MC-271398(will be fixed in future update)Duplicate of
MC-266431.Duplicate of
MC-271402.(Actually, the damage is less than unenchanted one.)
A more evident method to reproduce:
Use Elytra and Firework Rockets to fly forwards, then throw an ender pearl, egg, or snowball.
Observed result:
They will be thrown backwards (relative to the player).
Expected result:
They will be thrown forwards (relative to the player).
Sorry, there doesn't allow bugs of mods.
Cannot reproduce this.
Could you produce more details?
Duplicate of
MC-271422, which will be fixed in future update.Duplicate of
MC-271398.Actually, player's speed isn't saved by any means when quit and relogged.
In 1.20.6 and 24w18a.
Duplicate of
MC-271398, which will be fixed in future update.Can Confirm.
Relates to
MC-271402(fixed)Can confirm in 24w19b.
Another method to reproduce:
1.Wear a soul speed 3 boot ans place 3*3 soul sand/soul soil block in front of you, then break the middle block of soul sand/soul soil.
2.Jump onto the soul sand/soul soil and walk into the hole in the middle.
3.Your FOV doesn't change, even if you move.
Confirmed in 24w19b.
Can confirm in 24w19b:
5418616608087677368
/tp 210 52 -1975
Because of inertia.
Seems fixed in 24w19b.
Original coords doesn't work.
But if you teleport to the coords of the trial chamber now in that seed, you will be in water first and then stuck in stone around the trial chamber. This issue still exist in 1.21.0.25 preview.
Also affect trail ruins.
Confirmed in 1.20.6 and 24w19b.
Can confirm,
The game will crash again if you enter the crashed world.
Very serious bug.
Duplicate of
MC-272043(Fixed in future update)Changed the title to "Could diagonally go through a solid block with enough speed on both X and Z axis", because all methods that can get a speed >32 blocks per second on both X and Z axis could cause this issue.
Still in 24w20a:
1548225583614685336
/tp @s 4038 -28 3865
This occurs since 1.16.
Confirmed in 1.20.6 and 24w20a.
892344456031888
/tp 80 64 320
(This village is completely generated on water, without touching any land or connected to the bottom of the ocean)
No. This issue is only for lava can generate underwater without turning into obsidian.
This also affects slightly jump onto soul sand/soul soil from 1.1875/1.25 blocks below, such as jump onto soul soil from a enchanting table.
Still in 24w20a.
This happens since 1.8.9 or earlier.
MC-248068shows a world used datapack to change the cave generation.But this issue shows a vanilla seed with default world.
And sometimes ruined portal also cause this issue,
Maybe the "-64" in the title should change to "-54".
Still an issue in 1.20.81 and 1.21.0.26 preview.
193224703405482
/tp -11664 66 -402
This issue should be invalid:
Enchanting table is 0.75 blocks high, not 0.5 blocks high.
So you jump 1.25 blocks high instead 1.5 blocks high.
Why does this have no fix versions?
This issue happens since 1.18 Pre-Release 1, and doesn't happen in 21w44a.
Probably relates to the fix of
MC-187174.Maybe duplicates
MC-107946?Another discovery is it might teleport you to the void and cause softlock(You don't take fall damage)
Reported as
MC-272329.I also think this is fixed in 24w19a.
Does
MC-272322describes your issue?Confirmed!
Duplicate of
MC-272361.More tests:
This bug happens mostly when teleporting from nether to overworld. (In some situations, overworld to nether, overworld to the end, the end to overworld also happens)
When you riding an entity and teleport from nether to overworld, you will be teleport correctly, but the horse will teleport to the same place in the nether, if the distance from your place in overworld and the horse is close, you will be teleport to the horse, cause this bug.
If the distance from your place in overworld and the horse is far(the horse is in unloaded chunk), it will cause a huge desync from client and server, and your game will be softlock, you can't break blocks in survival, and even if you fall into the void, you won't take any damage. The server maybe freeze in this situation(That's
MC-272329) When you quit and relog, you will be teleported to the horse.More tests:
When you riding an entity and teleport from nether to overworld, you will be teleport correctly, but the horse will teleport to the same place in the nether, if the distance from your place in overworld and the horse is close, you will be teleport to the horse (That is
MC-272322).If the distance from your place in overworld and the horse is far(the horse is in unloaded chunk), it will cause a huge desync from client and server, and your game will be softlock, you can't break blocks in survival, and even if you fall into the void, you won't take any damage. The server maybe freeze in this situation. This is how this bug happens. When you quit and relog, you will be teleported to the horse.
I tested for another seed and cannot reproduce this either.
Still in 24w21b.
Still in 24w21b.
The cobblestone foundation seems used to prevent mansions floating.
@oowooglac (Inactive) That is tracked in
MC-260440.Still in 1.20.6 and 24w21b.
Run this command when you are in Ender Dragon's hitbox:
/data get entity @s Motion
You will find a large number of Motion on X or Z axis (20-150)
See this screenshot
This motion is only on server side but not on client side.
So this should be a client-server desync.
This issue happens since 24w20a.
This issue happens since 24w20a.
Could someone reproduce this in 1.20.6/24w21b?
@Connor Steppie I think this is relates to
MC-93185.Can confirm in 1.20.6 and 24w21b.
This also affects Pillager Outposts and Trail Ruins:
Seed:892337512822534
/tp 643 67 -892
Can confirm.
Can confirm
This causes respawn Ender Dragon impossible.
Can confirm not fixed in 1.21-pre1.
Can confirm.
This happens since 24w21a.
Confirmed with multiple seeds:
193221013593822
/tp -1802 -22 -1353
193222432622646
/tp -2392 -3 -102
193224483917634
/tp 708 37 -1931
They all exposed to the deep water.
Duplicates
MC-270784.Can confirm in 1.20.6 and 1.21-pre1:
Seed:198
/tp 1368 45 627
Still in 1.21-pre2.
In 1.21-pre2.
Can confirm.
This also affects X and Z axis.
When the player is clipped into a block 0.00001b on X or Z axis, this also happens.
But it seems a duplicate of
MC-272797.This is
MC-267441, which was fixed in 24w18a.Duplicate of
MC-272620.This also affects other gamemodes with the gamerule
set to 0.
Maybe this bug should submit to MCL project, not MC project.
Mention:
This will be much more evident if you have night_vision effect.
Change the title to "Buried Treasure cannot generate if there's no suitable stone below its generate position".
Duplicates
MC-271486.Can confirm in 1.21-rc1.
Duplicates
MC-262939?This is works as intended. Not a bug.
Still in 1.21.
/damage @s 300000000000000000000000000000000000000 minecraft:explosion
also works
(Actually all kind of damage which affected by difficulty works)
Can confirm, but maybe intentional.
Cannot reproduce in 1.21 release.
Seems duplicate of MC-90026.
Still in 1.21.
Relates to MC-120779 (Actually the same cause, and both of them are hard to fix)
In 1.21. (Actually you could sneak into it since 1.14)
This issue happens since Classic 0.30.(Maybe Classic 0.26 Survival Test)
Can confirm.
There's another seed to reproduce:
7135728
at(20,-10)
Confirmed.
Happens since 1.11.1.
Mineshafts still exists in these worlds, but most of them don't generate, but some of them generates several blocks.
Actually, the hitbox height in Bedrock Edition is 1.49 blocks, not 1.5 blocks. But in Java Edition it's 1.5 blocks.
So the first jump is impossible in Java Edition.
If the initial height is elevated by 0.01 blocks in Bedrock edition, the first jump will be impossible.
The exact height per game tick when jumping on flat ground is:
0.4199999868869781
0.7531999805212017
1.0013359791121474
1.1661092609382140
1.2491870787446813
1.2522033402537238
1.1767592750642373
1.0244240882136801
0.7967356006686920
0.4952008770059118
0.1212968405391897
0
This is because player's generic.jump_strength is 0.42, and generic.gravity is 0.08.
The height and y velocity of the 1st tick of jump is equal to jump_strength, is 0.42(rounded down to 0.4199999868869781 due to the floating point error), and every tick after that before touching ground is calculated by the formula below (where drag=0.98):
This formula is not very accurate due to floating point errors, but it could get a height very close to the actual height.
And, you can only jump into a ceiling when the height of one tick is above the ground of it and (the height of that tick)+(Player's hitbox height) is lower than the ceiling height.
For example, if you want to jump into a 1.5 blocks ceiling from 1 block lower when sneaking:
(In Java Edition hitbox height is 1.5 blocks, In Bedrock Edition is 1.49 blocks)
0.7531999805212017<1
1.0013359791121474>1, 1.0013359791121474+1.5=2.5013359791121474>2.5
1.0244240882136801>1, 1.0244240882136801+1.5=2.5244240882136801>2.5
0.7967356006686920<1
So it's impossible in Java Edition.
In Bedrock Edition,
1.0013359791121474+1.49=2.4913359791121474<2.5
So it's possible.
But if you want to jump into it from 0.8125 blocks below, it will be certainly impossible.
{}This is also the principle of MC-120779.
If you change the jump_strength of the player:
0.419982001 won't let player jump onto 1.25 blocks, only 1.24910 blocks.
0.419982002 will let player jump onto 1.25 blocks, but it jumps 1.25210 blocks high.
Only a 1e-9 change in jump_strength cause 0.003 blocks jump height change. But changing jump_strength from 0.42 to 0.419982002 only cause 0.0001 blocks jump height change.
This is because there's a movement threshold exist, when y velocity is -0.003~0.003 b/t, players won't move on y axis, cause jump height suddenly change.
These are my full analysis, but, actually, I don't think it is a bug.
The exact height per game tick when jumping on flat ground is:
0.4199999868869781
0.7531999805212017
1.0013359791121474
1.1661092609382140
1.2491870787446813
1.2522033402537238
1.1767592750642373
1.0244240882136801
0.7967356006686920
0.4952008770059118
0.1212968405391897
0
This is because player's generic.jump_strength is 0.42, and generic.gravity is 0.08.
The height and y velocity of the 1st tick of jump is equal to jump_strength, is 0.42(rounded down to 0.4199999868869781 due to the floating point error), and every tick after that before touching ground is calculated by the formula below (where drag=0.98):
This formula is not very accurate due to floating point errors, but it could get a height very close to the actual height.
And, you can only jump into a ceiling when the height of one tick is above the ground of it and (the height of that tick)+(Player's hitbox height) is lower than the ceiling height.
For example, if you want to jump into a 1.5 blocks ceiling from 1 block lower when sneaking:
(In Java Edition hitbox height is 1.5 blocks, In Bedrock Edition is 1.49 blocks)
0.7531999805212017<1
1.0013359791121474>1, 1.0013359791121474+1.5=2.5013359791121474>2.5
1.0244240882136801>1, 1.0244240882136801+1.5=2.5244240882136801>2.5
0.7967356006686920<1
So it's impossible in Java Edition.
In Bedrock Edition,
1.0013359791121474+1.49=2.4913359791121474<2.5
So it's possible.
But if you want to jump into it from 0.8125 blocks below, it will be certainly impossible.
{}This is also the principle of MC-120779.
These are my full analysis, but, actually, I don't think it is a bug.
(0.3332-0.08)*0.98~0.24814
(0.24814-0.08)*0.98~0.16477
So it really calculates gravity and drag twice.
Normally player's jump height is 1.25 blocks. But if your pitch angle is greater than 45°, this will cause your jump height lower.
And at 80° pitch, it might not allow you jump onto 1 block and stuck until jump again(Sometimes players may accidentally tapped space after auto jumping, and it may cause this)
Found this doesn't happen in Bedrock Edition.
-3111440461282444761
This seed cause this issue at spawn.