CrowdingFaun624
- CrowdingFaun624
- crowdingfaun624
- America/New_York
- Yes
- No
Bubble column hitbox extends too high at top of water
Camels don't make sand sounds on red sand or concrete powder
On Java Edition , Camels make their sand stepping sounds on both varieties of sand and concrete powder, but on Bedrock Edition, they only do it for normal sand.
Horses do not make wood sounds when walking on Nether wood, bamboo wood, cherry wood, or stems
The bug
Horses do not make wood sounds when walking on Nether wood, bamboo wood, cherry wood, or stems.
To reproduce
Put a horse on a platform made of different types of wood. Push it around and observe that only the Overworld wood types will produce the intended sounds. Use the attached resource pack to help.
Solution
Also check for bamboo_wood, nether_wood, cherry_wood, and stem sound types when checking for the wood sound type.
The video seems to have a lower framerate than my screen.
After leaving Minecraft open for seven hours with the smithing table screen open, the Add Smithing Template icon was switching back and forth between its images once per frame.
The attached video I managed to capture may be able to show this, although not very well.
Horses do not make step_wood sounds when walking on Nether wood, cherry wood, bamboo wood, or stems
The bug
Horses do not make step_wood sounds when walking on Nether wood, bamboo wood, or stems.
To reproduce
Put a horse on a platform made of different types of wood. Lead it around with a golden apple (not while riding it) and observe that only the Overworld wood types (those with SoundType.WOOD) will produce the intended sounds.
Solution
Also check for bamboo_wood, nether_wood, cherry_wood, and stem sound types when checking for the wood sound type in AbstractHorse#playStepSound(...).
Many blocks make slightly different sounds to stone. Their hit volume is 0.27 rather than 0.37.
This issue is caused by the lack of sound definition in blocks.json. It defaults to normal.
This issue can be solved by changing normal to match stone, or defining the sound for all affected blocks to "stone" (Although for some blocks it makes no difference).
Here is a full list of block IDs with this issue:
- air
- barrier
- bee_nest
- beehive
- brick_block
- brick_stairs
- bubble_column
- camera
- cauldron
- cobblestone_wall
- coral_block (due to the key for this block being "sounds" instead of "sound")
- All elements
- enchanting_table
- end_gateway
- end_portal
- ender_chest
- flower_pot
- flowing_lava
- flowing_water
- invisibleBedrock
- jigsaw
- lava
- lava_cauldron
- light_block
- monster_egg
- movingBlock
- pistonArmCollision
- purpur_stairs
- quartz_stairs
- red_sandstone_stairs
- redstone_wire
- reserved6
- sandstone_stairs
- stickyPistonArmCollision
- stone_brick_stairs
- stone_stairs (cobblestone stairs)
- structure_block
- structure_void
- tripWire
- tripwire_hook
- turtle egg isn't affected for some reason
- water
- web
The attached resource pack and video make normal sounds into tones.
In behavior packs vanilla, vanilla_1.15, vanilla_1.16, vanilla_1.16.100, vanilla_1.17.0, vanilla_1.17.10, and vanilla_1.20.50, the silverfish file has an error at minecraft:entity, events, minecraft:become_angry (& minecraft:on_calm), remove. In all other cases of the remove field, there is a "component_groups" subfield, except for in this specific case. In this case, there is a minecraft:silverfish_calm field (with an empty dictionary as its value).
What should be there is: "component_groups:": ["minecraft:silverfish_calm"]
CrowdingFaun624 That issue is being tracked at MCPE-189879




















I have just noticed that this is a duplicate of an issue resolved as won't fix. Oops.
This was fixed in 1.9 release, not 1.9.4
I have done so. Also, I was unable to re-reproduce your results with those entities. They seemed to create splashing sounds with Friendly Creatures, not anything else.
This was fixed in 22w42a.
Chiseled bookshelves were fixed in 22w45a.
skeleton and wither skeleton skulls make their step sounds for some reason, rather than their ambient sounds. The sounds are lower pitched than when played with /playsound, though; the volume is about 0.9 and the pitch about 0.84.
I added the information. This is similar to Java Edition's
MC-133013.I attached a video. When the horse beeps, it is making the mob.horse.wood sound. When it is not beeping, it is making the mob.horse.soft sound.
I've noticed this also affects text in the inventory, creating exactly the same difference as this bug.
It's in the code. It is used by decorated pots. The code that creates the sound event uses "minecraft:".
I uploaded its appearance in the code. It doesn't really matter to gameplay or anything, it's just inconsistent.
Suspicious sand is similar to pointed dripstone in this regard, and it uses the "Block broken" subtitle.
This has not been my experience with the mob🤔
This could be related to how beetroots make wood sounds
Confirmed for 1.19.60.23
It does not affect cherry wood hanging signs
The issue comes from sound_definitions.json, which lists the sound "sounds/block/cherry_wood_trapdoor/toggle4" for this trapdoors sound events; however, this sound file exists in neither Bedrock Edition's nor Java Edition's files. Same with fence gates.
relates to MCPE-168093
The "Brushing Sand completed" or "Brushing Gravel completed" sounds were not fixed.
This also applies to hit.cave_vines, fall.cave_vines, step.cave_vines, jump.cave_vines, and land.cave_vines.
In vanilla_1.17.0 and vanilla_1.17.10, dirt_with_roots is assigned "gravel", but in vanilla_1.17.20, it is assigned "dirt_with_roots". Also, once this is fixed it will use hanging roots' sounds unless that's fixed too, since hanging_roots sound events are what's in sounds.json for dirt_with_roots
One way this has a greater impact is that resource packs that change only stone will leave out some blocks, which is unintended behavior. Also, this relates to MCPE-53577
This was fixed in 23w16a
Can confirm fixed in 1.20.0.22, please change the resolution to match.
This is also present in en_us, though, which is stored in the client and doesn't need to maintain compatibility.
In 1.20.20.20, it only makes the sound when a mob is struck, but in Java Edition, it also makes the sound when a lightning rod is struck.
I don't hear anything in 1.20.20.20.
This is fixed in beta 1.20.20.20
Affects beta 1.20.20.20
I can reproduce it in beta 1.20.20.22. Are you sure that when testing, you are pushing/pulling the horse, and not riding it?
I think that the resolution of this bug as a duplicate is an error. The moderator GoldenHelmet told me in the comments of
MCPE-43402to create this as a new bug report.Along with the fix made by Avoma, include:
This makes all other sounds, such as splashing and sliding down a honey block use the Players category.
This still affects 1.20.40.20. IN 1.20.40.20, when a player creates mud, it uses bottle.empty's sound, but not JE's entity.generic.splash sound. Additionally, dispensers still make the old random.splash sound.
Code analysis in net/minecraft/world/level/block/state/properties/BlockSetType.java:
public static final BlockSetType COPPER = BlockSetType.register(new BlockSetType("copper", true, false, PressurePlateSensitivity.EVERYTHING, SoundType.METAL, SoundEvents.COPPER_DOOR_CLOSE, SoundEvents.COPPER_DOOR_OPEN, SoundEvents.COPPER_TRAPDOOR_CLOSE, SoundEvents.COPPER_TRAPDOOR_OPEN, SoundEvents.METAL_PRESSURE_PLATE_CLICK_OFF, SoundEvents.METAL_PRESSURE_PLATE_CLICK_ON, SoundEvents.STONE_BUTTON_CLICK_OFF, SoundEvents.STONE_BUTTON_CLICK_ON));
This defines copper blocks to use SoundType.METAL, which is the wrong one.
This bug was fixed in 23w44a.
Relates to
MCPE-176939This appears to affect 1.17.0.50 at earliest and still affects 1.20.60.26.
Coral blocks actually use "sounds": "stone". Since "sounds" is not a valid key in blocks.json, they default to using the "normal" sound type instead, which sounds very similar to stone.
This affects 1.20.60.26
It calls the correct sound event, it's just that the sound event plays the wrong sounds. The file is sounds.json.
Sponge drying in Nether and donkeys/mules jumping was fixed in 24w09a
This is because the subtitle key for item.mace.smash_air is "subtitles:item.mace.smash_air" instead of "subtitles.item.mace.smash_air" (a period is a colon).
This was fixed in 24w21a
It is still in issue in the latest Preview
Cherry logs, nether logs, and blocks of bamboo were not fixed. These use separate sound types and do not use `use.wood` as their item.use.on sound.