Rat Dog
- FlyingRatDog
- flyingratdog
- Europe/Stockholm
- Yes
- No
Cats won't sit or teleport normally, also sitting cats are teleporting
I went to the jungle on the server I play on, and came back with 3 ocelots. I started breeding them (now have 27).
Issue 1:While breeding, I have all the cats sitting, and only un-sit one at a time to breed with a sitting cat. The cats I un-sit, as well as the resulting kittens will not sit when clicked. It does not happen every time. I can get these cats to sit if I punch them, and then feed them a fish (they will sit when fed the fish), and they are then fine if I try to un-sit and re-sit them.Issue 2: The cats which refuse to sit sometimes teleport, and sometimes don't. I had like 5 of them with the not sitting problem, and ran away, but only one teleported to me.
Issue 3: The cats which are sitting properly sometimes teleport to me anyway.
I tried logging out and exiting Minecraft before re-joining the server, but this didn't stop any of the bugs.
I went to the jungle on the server I play on, and came back with 3 ocelots. I started breeding them (now have 27).
While breeding, I have all the cats sitting, and only un-sit one at a time to breed with a sitting cat. The cats I un-sit, as well as the resulting kittens will not sit when clicked. It does not happen every time. I can get these cats to sit if I punch them, and then feed them a fish (they will sit when fed the fish), and they are then fine if I try to un-sit and re-sit them. The cats which refuse to sit sometimes teleport, and sometimes don't. I had like 5 of them with the not sitting problem, and ran away, but only one teleported to me.
I went to the jungle on the server I play on, and came back with 3 ocelots. I started breeding them (now have 27).
While breeding, I have all the cats sitting, and only un-sit one at a time to breed with a sitting cat. The cats I un-sit, as well as the resulting kittens will not sit when clicked. It does not happen every time. I can get these cats to sit if I punch them, and then feed them a fish (they will sit when fed the fish), and they are then fine if I try to un-sit and re-sit them. The cats which refuse to sit sometimes teleport, and sometimes don't. I had like 5 of them with the not sitting problem, and ran away, but only one teleported to me.
I tried logging out and exiting Minecraft before re-joining the server, but this didn't stop the bugs.
This issue affects 18w20c as well, and only in old chunks. Caves in newly generated chunks are fine. I added a spectator mode screenshot of chunks generated in 18w16a. What's really weird about this issue is that it's seemingly random. Some parts if the caves have 0 light (as they should) while with others pulling up the debug screen will show the light level as 15 sky, 0 block. If you go to one of the dark spots (0 sky, 0 block), they will light normally and update once light sources are destroyed. The light spots change with the time of day, and will always be 15 sky, 0 block, regardless of the distance from the surface. Interestingly, the light level of the light spots can be decreased lightly by placing new solid blocks overhead (the sky light level will update to between 11 & 13)- this only occurs for one layer of overhead blocks, the light level does not decrease again for the second level.
I believe this issue is also related to weird lighting on the sea floor:
MC-128299. I've attached a screenshot of an unlit area of the ocean floor- as you can see, some areas appear to be lit while others do not. The "lit" areas show the sky light level to be 15, and the dark areas show the light level to be 0, just like in the caves. (Ignore the air pockets on the ocean floor, this is an unrelated issue:MC-129625) Like with the caves, newly ocean does not have this issue
As the title says, when you use the command /execute in <dimension> run tp @p <x> <y> <z> to teleport between dimensions, your experience disappears, as if you've just joined a new world. Your full experience will re-appear when you perform any new action that gains experience, or when you log off and come back. While your experience is missing, you are unable to use it for enchanting.
Steps to reproduce:
- Gain experience in survival or use /experience command to apply several levels of experience
- Use command /execute in the_nether run tp @p <x> <y> <z> (inputting safe coordinates) to teleport from overworld to the nether.
- See experience has disappeared.
- Close/log-off world.
- Reload/login to world.
- See experience gained has re-appeared.
My xp bar before teleport:
xp bar after teleport:
Note: This issue was present in earlier snapshots as well, I just forgot to report it.
As the title says, when you use the command /execute in <dimension> run tp @p <x> <y> <z> to teleport between dimensions, your experience disappears, as if you've just joined a new world. Your full experience will re-appear when you perform any new action that gains experience, or when you log off and come back. While your experience is missing, you are unable to use it for enchanting.
Steps to reproduce:
- Gain experience in survival or use /experience command to apply several levels of experience
- Use command /execute in the_nether run tp @p <x> <y> <z> (inputting safe coordinates) to teleport from overworld to the nether.
- See experience has disappeared.
- Close/log-off world.
- Reload/login to world.
- See experience gained has re-appeared.
My xp bar before teleport:
xp bar after teleport:
Note: This issue was present in earlier snapshots as well, I just forgot to report it.
As the title says, when you use the command /execute in <dimension> run tp @p <x> <y> <z> to teleport between dimensions, your experience disappears, as if you've just joined a new world. Your full experience will re-appear when you perform any new action that gains experience, or when you log off and come back. While your experience is missing, you are unable to use it for enchanting.
Steps to reproduce:
- Gain experience in survival or use /experience command to apply several levels of experience
- Use command /execute in the_nether run tp @p <x> <y> <z> (inputting safe coordinates) to teleport from overworld to the nether. (Note it still happens with any combination of to & from dimensions- ex. from the_nether to the_end, from the_end to overworld)
- See experience has disappeared.
- Close/log-off world.
- Reload/login to world.
- See experience gained has re-appeared.
My xp bar before teleport:
xp bar after teleport:
Note: This issue was present in earlier snapshots as well, I just forgot to report it.
I tried to reproduce this in 1.13-pre7 but couldn't. In my farm, the issue is the creepers are running, but will not run over the trapdoors. Could that be what's happening here? Hoping the trapdoor thing is fixed, because what's the point of a trapdoor you can't use as a trap.
@Rat Dog, since you are the reporter of this bug you can add affected versions yourself.
I have added 1.13-pre5 now; -pre4 cannot be added anymore because it has already been archived.




















No, neither
MC-696norMC-28440describe the issue. (MC-696does happen, but this is separate from that, and has nothing to do with hostile mobs). I have like 30 cats, all sitting in a pen outside my house, and several times I have gone back in my house (with no hostile mobs in the area) and one or more of the sitting cats teleports to me. It's very annoying, especially since this issue is co-occuring withMC-124740Confirming the issue affects 18w20c, although seagrass in newly-loaded chunks is fine and generates normally.
Also, to anyone wanting a temporary fix to this issue, you can use the fill command to replace the air with seagrass or water (though if you replace with seagrass it will put two 1-block high seagrasses on top of each other).
There's a block limit to the bounds you can put on the fill command, but it should be something like this:
/fill 0 50 0 50 40 50 seagrass replace air OR /fill 0 50 0 50 40 50 water replace air
You'll have to do this over and over again, but it's better than nothing (especially since hostile mobs spawn in the air pockets).
This issue affects 18w20c as well, and only in old chunks. Caves in newly generated chunks are fine. I added a spectator mode screenshot of chunks generated in 18w16a. What's really weird about this issue is that it's seemingly random. Some parts if the caves have 0 light (as they should) while with others pulling up the debug screen will show the light level as 15 sky, 0 block. If you go to one of the dark spots (0 sky, 0 block), they will light normally and update once light sources are destroyed. The light spots change with the time of day, and will always be 15 sky, 0 block, regardless of the distance from the surface. Interestingly, the light level of the light spots can be decreased slightly by placing new solid blocks overhead (the sky light level will update to between 11 & 13)- this only occurs for one layer of overhead blocks, the light level does not decrease again for subsequent layers.
I believe this issue is also related to weird lighting on the sea floor:
MC-128299. I've attached a screenshot of an unlit area of the ocean floor- as you can see, some areas appear to be lit while others do not. The "lit" areas show the sky light level to be 15, and the dark areas show the light level to be 0, just like in the caves. (Ignore the air pockets on the ocean floor, this is an unrelated issue:MC-129625) Like with the caves, newly generated ocean does not have this issue.Also occuring in 18w20c, and only in old chunks (see attached screenshots of old and new chunks). I am convinced that this issue is somehow related to
MC-129725, because there the lighting issue seems to occur in exactly the same way except with caves (and you know, the fact that light is going through solid blocks). I even re-did the pumpkin thing above with a weirdly-lit mineshaft and the same thing happened- although it should be noted that after the pumpkin is removed, either in the ocean or in a cave, it is still an issue because the light area stays "lit" without a light source present, only the edges smooth to blend with the dark area.Old chunks (Ignore air pockets, that's unrelated issue
MC-129625):New Ocean:
Pumpkin Test in mineshaft:
Here are steps to reproduce:
Resolved in 18w21b.
It's not just existing enchanted books. It affects all librarian villager trades. They all become various levels of protection.
To reproduce:
1: Find/Breed/Spawn egg librarian villagers in 18w22a.
2: Unlock book trades for librarian villagers in 18w22a.
3: Load world in 18w22b
4: See all librarian trades have become Protection I-V.
This is serious bacause it DOES affect upgrading between 1.12.2 and 18w22b- you will only see it if you load a 1.12.2 world in the snapshot, save, then reload the game in the snapshot a second time.
Steps to reproduce:
1: Load a world in 1.12.2.
2: Place ~5 (non-Protection) enchanted books in player inventory.
3: Place ~5 (non-Protection) enchanted books in a chest.
4: Spawn or find librarian villagers & unlock librarian trades.
5: Make note of current librarian trades.
6: Save world & close game.
7: Reload world in 18w22b.
8: See librarian trades, books in inventory and books in chest(s) have not changed.
9: Save world & close game.
10: Reload world again in 18w22b.
11: See books in inventory have not changed, but all villager trades and books in chest(s) are Protection I-V.
Please fix this!
Affects upgrading to 18w22b from 1.12, or any of the aquatic update snapshots. This also affects upgrading to 18w22c.
Additional info: Some have said this does not affect newly spawned villagers. This is false. When you first encounter or spawn-egg new librarian villagers in snapshot 18w22b or 18w22c, they will offer a varied assortment of book trades. HOWEVER: if you leave the area, then return to the villagers, you will find they have all become protection. This isn't even an upgrade specific issue, because it affects new worlds generated in 18w22b or 18w22c too.
Steps to reproduce:
1: Create new world in 18w22b or (18w22c) with random seed.
2: Spawn or find librarian villagers & unlock librarian trades.
3: Place various enchanted books in a chest.
4: Save world & close game.
5: Reload world in snapshot selected in step 1.
6: See all villager trades and books in chest(s) are Protection I-V.
Note: The level of protection listed after the change will correspond to the level of whatever enchantment the book/villager originally had. For example, Impaling V becomes Protection V, Efficiency III will become Protection III, Mending will become Protection I.
Just adding some details from the duplicates:
Happens pretty much any time the player attempts to swim up from under a 1-block high space, or when swimming near a "ceiling" (any solid blocks close overhead) underwater.
I haven't had any turtles that don't lay eggs at all, but they take forever to do it...are you sure this isn't what is happening here? My turtles start digging up the sand, but then they stop, and do this over again multiple times over several minutes before FINALLY laying an egg.
Confirmed 1.13-pre5 on Windows 10 operating system (if that means anything).
I'm in survival mode in my screenshots, and I should be getting pummeled, but no shulker bullets to be found. As you can see in the first screenshot, the little poof animation happens, but no bullets produced. In the second screenshot, you can see from the subtitles that the sounds for shooting the bullets are being played normally.
Edit: Finally had 1 bullet appear and hit me after killing ~30 shulkers by just standing directly in front of them and swording them to death with no consequences. This is a really weird bug.
Edit 2: Attempted to find conditions to reproduce that 1 shulker being able to shoot me, but have been unable to- they all just make a puff of smoke and the bullet doesn't appear.
Still affecting 1.13-pre4 & 1.13-pre5
Tried to test on the server I use (currently on 1.13-pre6, just upgraded from 1.13-pre5), but couldn't reproduce.
Do you know what snapshot/version the horse(s) were generated/bred/egged in? I wonder if it's possible for the problem to be related to some problem in a version before 1.13-pre5, assuming the horse(s) you're having an issue with were created/generated before 1.13-pre5. (But that's just random speculation on my part..)
I tried to reproduce this in 1.13-pre7 but couldn't. In my farm, the issue is the creepers are running, but will not run over the trapdoors. Could that be what's happening here? Hoping the trapdoor thing is fixed, because what's the point of a trapdoor you can't use as a trap.
Attaching a screenshot of a bit of the creeper farm design I use- you can see the creepers have moved away from the cat towards the corners, but they won't go over the trapdoors.
Confirming for 1.13.1:
I released this baby farmer into this pen with fully grown crops, and it immediately began farming like an adult villager. Notice how only items present in the image are the seeds and wheat from the block it just harvested, indicating it picked up the items from the other blocks it farmed.
Note: If you follow step 3 in the original post in a valid village the babies won't farm after you kill other villagers.