FACS01
- FACS01
- facs01
- America/Santiago
- Yes
- No
If you have a text, in the chat box or in a command block or structure block or etc, that is too long and can't be showed up completely, and you try to select a part of it with holding Shift+Arrow, the selection continues beyond whats already being displayed in the text field but the text field doesn't scroll to see what
I'mselecting.If you have a text, in the chat box or in a command block or structure block or etc, that is too long and can't be showed up completely, and you try to select a part of it with holding Shift+Arrow, the selection continues beyond whats already being displayed in the text field but the text field doesn't scroll to see what you are selecting.
Summoning entities with Motion that will collide with walls induces entity cleintside Position desyncSummoning entities with Motion that will collide with walls induces entity client-side Position desync
The entity still follows the path it's supposed to make in server-side (I've tested it with setblocks @ its position), but the client-side gets desynchronized. It gets fixed when the entity touches the floor.
/summon minecraft:creeper ~ ~ ~ {Motion:[0.0d,3.0d,-9.0d]}Run the command above with a wall and a hole in -Z direction (also works in all directions in the X-Z plane).
The bug
doesn'taffect the Y axis.The entity still follows the path it's supposed to make in server-side (I've tested it with setblocks @ its position), but the client-side gets desynchronized. It gets fixed when the entity touches the floor.
/summon minecraft:creeper ~ ~ ~ {Motion:[0.0d,3.0d,-9.0d]}Run the command above with a wall and a hole in -Z direction (also works in all directions in the X-Z plane).
The bug could be affecting the Y axis too, but it's more difficult to appreciate and to test.
The entity still follows the path it's supposed to make in server-side (I've tested it with setblocks @ its position), but the client-side gets desynchronized. It gets fixed when the entity touches the floor.
/summon minecraft:creeper ~ ~ ~ {Motion:[0.0d,3.0d,-9.0d]}Run the command above with a wall and a hole in -Z direction (also works in all directions in the X-Z plane).
The bug could be affecting the Y axis too, but it's more difficult to appreciate
and to test.The entity still follows the path it's supposed to make in server-side (I've tested it with setblocks @ its position), but the client-side gets desynchronized. It gets fixed when the entity touches the floor.
/summon minecraft:creeper ~ ~ ~ {Motion:[0.0d,3.0d,-9.0d]}Run the command above with a wall and a hole in -Z direction (also works in all directions in the X-Z plane).
The bug could be affecting the Y axis too, but it's more difficult to appreciate (second 14 of the shorter video, the mobs don't reach the roof even when they should have collided with it).
Shift key stays pressed until press Control or Arrow keys
While typing in a text box, if you press Shift once, it will start selecting text from that point until you press Control or an Arrow button.
The expected behavior is that Shift should only select text if it's holded down.
While typing in a text box, if you press Shift once, it will start selecting text from that point until you press Control or an Arrow button.
The expected behavior is that Shift should only select text if it's h
olded down.While typing in a text box, if you press Shift once, it will start selecting text from that point until you press Control or an Arrow button.
The expected behavior is that Shift should only select text if it's held down.
Shift key stays pressed until pressControl or ArrowkeysShift key stays pressed until press any other key
While typing in a text box, if you press Shift once, it will start selecting text from that point until you press
Control or an Arrow button.The expected behavior is that Shift should only select text if it's held down.
While typing in a text box, if you press Shift once, it will start selecting text from that point until you press any other key (that is not Shift).
The expected behavior is that Shift should only select text if it's held down.
Confirmed for 1.13.1 release.
Like FACS01 already commented, if you summon a Horse with NoAI e.g. in the air, it will not drop down (= intended), but as soon as you mount it while in the air, it will drop down.
It doesn't matter whether or not it got a saddle, it only has to be tame.
Also, if you set any pitch value and it is saddled, it will lose that pitch value when you mount it, no matter if it was in the air or not.
It will keep its pitch value if it was not saddled though.
Can be tested with:
/summon horse ~ ~ ~ {NoAI:1b,Tame:1b,Variant:0,Rotation:[90F,-90F],SaddleItem:{id:"minecraft:saddle",Count:1b}}
Furthermore, horses with NoAI set to true will still wiggle their tail (WaI?).
Lastly, as long as it is saddled and tame, you can ride a NoAI-horse normally and also make it jump. Unsure whether this could be a keeper though, as it may enable mapmakers to some neat contraptions with a controllable mount that is otherwise non-moving. So before this would be changed, it'd be great if Mojang could discuss this internally, preferrably also with mapmakers.
FACS01, we being the community, do not decide whether this is an issue or not. Please leave that to Mojang.














If I put a baby villager in a minecart, and he tries to move around while looking at me, somehow he can pull or push me, until I'm out of his radius. Sorry for the bad english.
This bug remains in snapshot 18w07a.
And also, when you ride a horse, a donkey or a mule with saddle and NoAI, it is affected by gravity and falls to the ground.
This bug still exist in snapshot 18w11a
resultado.mp4
Important!!!!
When minecraftlauncher.exe is executed by integrated graphics, the bug doesn't happen.
When minecraftlauncher.exe is executed by Nvidia GPU (gtx 1050 in my case) the bug happens.
Lava is affected by the new "colored water by biome" feature of this snapshot.
The down face is not affected
This bug affects scoreboard commands Tab completion, in "targets" and "objective", it shows no suggestions for both objects. In release 1.13 the bug doesn't happens.
please update the Affects Versions to include the latest snapshot 18w50a
this is intended
In version 19w11a I noticed that: if the summon command is executed in chat, the bug doesn't appears, but if the command is executed in a command block it still appears.
this behavior happens presumably because of the deletion of the Slot tag, maybe it regenerates as Slot:0b and that's why the command affects it too. I don't think its a bug, its normal behavior.
I want to make sure that, when you fix this bug, also look at this one. Both are related to text field and Shift key.
https://bugs.mojang.com/browse/MC-147766
what the..... he just want to break smart designed farms
I think so. it seems that ticket is more general than mine. Can mark this as related
party pooper hahahah
I put a creeper on the same test (changing its name fast) and its AI didn't get stuck, it followed me (in survival) and tried to explode.
I'll test other tags with villagers if necessary, but consider that thing with the creeper first.
I mean, if this don't happen with creepers, why should with villagers? it's not an useful behaviour
@tryashtar you were right, it seems that the bug happens when NBT reloads, it's not just because of changing their names.
When you change the Tags data for example, it also triggers the bug:
https://www.youtube.com/watch?v=jqTGtlsZWIw
But in my tests I couldn't find another entity that happens the same when updating its NBT, it just happens to villagers and wandering traders. That means that the bug is inside the villagers AI and is not part of NBT reload of all entities.
Please fix it.
Bug still shows up in 1.14.2 Pre 3
Bug still shows up in 1.14.3 full release, update Affects Version pls
Its sad that a bug introduced in 1.14 isn't going to be fixed in 1.14.x :/
invalid report, it is a suggestion and not a bug
It could be considered a bug that the XP orbs just store xp up to 2477 points (spawning without commands) (from the wiki).
If the maximum capacity for the orbs get increased, it would reduce the number of orbs/entities needed, and thus reduce the lag. And it would be super simple to code it (devs you can do it pls :d)
I made a datapack to see some data from bees and hives.
I want to add to this report that when this bug start to happen, the TicksInHive changes from 2400 to 600. Maybe the bug is in the hive block and not in the bees
2019-11-15 00-18-42.mp4
still on minecraft 1.15 pre-release 1, using /particle minecraft:smoke to test it
It seems this confirmed bug doesn't have a priority assigned yet
It seems this confirmed bug doesn't have a priority assigned yet
It seems this confirmed bug doesn't have a priority assigned yet
It seems this confirmed bug doesn't have a priority assigned yet
I'm not sure but maybe when Workflow changed from Global Mojang to Java, this bug's assigned priority got lost? Can't find it on Details.
I'm not sure but maybe when Workflow changed from Global Mojang to Java, this bug's assigned priority got lost? Can't find it on Details.
It seems this confirmed bug doesn't have a priority assigned yet
This bug's priority got lost when changing Workflow (Global to Java). Maybe could get it back now.
Note: a lot of bugs lost their priority because of the same, some of my reports too.
Confirmed for 20w11a.
Also add to the list all portal blocks and water.
can't reproduce in 20w11a
upvote to @awesome90 's comment hahah
I think this is an old mechanic, and happens the same with beds.
I'm testing obstructed beds and anchor, and the only difference is that the first respawn after an obstructed anchor is exactly at the world spawn point (even if its invalid, i.e. having a hole to the void), and not around it like with obstructed beds (don't know if this bug was reported or not yet).
But when you remove the obstruction, it has never give you your previous spawn point back, its just lost and has always been like that. I'm not saying its a good thing, could be good if the mechanic gets changed (as with suggestions, not fixed).
The real question is: did he really smash his computer and is that why he hasn't updated this ticket again?
Poor man, it's going to be 3 versions without a fix.
can reproduce on 20w16a
2020-04-2114-55-45.mp4
Can confirm in 20w16a. When a mob in a colored team kills a player, the corresponding killedByTeam.'color' doesn't increase.
Tested it in singleplayer, with zombie.
can confirm on 20w16a
2020-04-22 03-34-41.mp4
can confirm on 20w17a.
can confirm for 20w17a
mark it as confirmed pls?
cannot reproduce (20w17a)
Not so hard to fix I would think.
When a bee is inside a nest it gets this thing called 'TicksInHive', that goes from 0 to 'MinOccupationTicks' (defaults to 2400). So when a bee is coming out of the nest there should bee an operation like:
So you have a method called emptyAllLivingFromHive, that uses releaseAllOccupants, that uses releaseOccupant.
Also you have a method called tickOccupants, that uses releaseOccupant directly.
releaseAllOccupants and tickOccupants should pass the parameter ticksInHive to releaseOccupant, and let that last method do the Age adjustment.
Thinking about it, ticksInHive stops counting when reaches MinOccupationTicks (+1, because of a <=), so if bees stay longer than MinOccupationTicks inside the nest for any reason, they wouldn't grow the amount they should. To fix this, ticksInHive has to keep increasing regardless of whether it surpasses MinOccupationTicks.
This was not fixed, but broken in another way:
MC-186335Wai
works as intended imo.
when the observer is pushed/pulled by the piston generates an extra update into the clock, but placing the observer doesn't.
it is consistent with redstone mechanics.
lol
How is this confirmed as a bug
That is a 5 year old response, and the command Grum was talking about is Falling Sand, and this is Falling Block. If the command changed to allow other/all blocks to have a falling entity version, then this is Not working as intended.
Reopen the ticket please and let the developers decide if now they want to add the missing entity models for those falling blocks or not.
lol amazing
By the resolution of
MC-195636andMC-151547I would say Working as Intended.But I would like all of the tickets to be fixed really.
If this doesn't happen naturally (bc the zombie has to be cured by a player), I don't see the problem on keeping this bug. Seems fun XD
maybe you need to use CustomNameVisible:1b to make it work. and don't know if "Custom Name" works, I always write it like in json format just in case
The offset is not that big of a deal for me at least, but I would like to have confirmation if this is going to be fixed or WAI, to start making farms and stuff around the pillars without them breaking in the future.
Please devs.
@tryashtar I added an extra video now
cannot reproduce on 1.16.3
@tryashtar oh I didn't see the bug was already reported, but it's not fixed hahah.
I know about what Searge said about commands that edit nbt, but it's been 3~4 years, there is a whole new command system now, a datapack community that rely on vanilla commands working properly.
Surely the response Searge said back in the days is a bit obsolete now.
WAI as shown in SlicedLime's snapshot video
thanks [Mojang] Adrian Östergård
why should this be a bug? instead of an intended feature.
have lava cauldrons spread fire before? any reference from bedrock edition?
the way I see it, cauldrons contain the lava and stop it from spreading fire. the heat is so well contained that, in bedrock edition, even mobs that are fire resistant can take damage inside the cauldron.
WAI, that's how ice acceleration works. you always start a bit slower than in regular blocks, and if you don't/can't increment your speed enough you stay slower
not a bug
Can't reproduce on 1.17.1 Pre-release 1
Can't reproduce on 1.17.1 Pre-release 1
can confirm in 1.21.1