[Helper] gaspoweredpick
- gaspoweredpick
- gaspoweredpick
- America/Phoenix
- Yes
- No
Sometimes end cities won't completely generate when you leave the game on multiplayer when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but try to go to multiplayer and then leave when you see part of the end city, leave the game quickly, then come back and check the end city. you will see exactly how I described it.
It also happens on single player when you die and part of an end city is nearby.
End cities sometimes don't generatefully on multiplayer.End cities sometimes don't generate completely.
Sometimes end cities won't completely generate when you leave the game
on multiplayerwhen part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but try to go to multiplayer and then leavewhen you see part of the end city,leave the game quickly,then come back and check the end city. you will see exactly how I described it.It also happens on single player when you die and part of an end city is nearby.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue.
Structuressometimes don't generate completely.END CITIES sometimes don't generate completely.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue.Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking like inMC-15820.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking like inMC-15820.Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking like inMC-15820. (this involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking like inMC-15820. (this bug involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking likeinMC-15820. (this bug involves no lagging)Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshots to people with bad imaginations. notice that the buildings aren't stacking like inMC-15820. (this bug involves no lagging)
END CITIES sometimes don't generate completely. (NOT A DUPLICATE!!!)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshots to people with "bad" imaginations. notice that the buildings aren't stacking like inMC-15820. (this bug involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshotsto people with "bad" imaginations. notice that the buildings aren't stacking like inMC-15820. (this bug involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy but still similar inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshots. notice that the buildings aren't stacking up like inMC-15820. (this bug involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy but still similar inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshots. notice that the buildings aren't stacking up like inMC-15820.(this bug involves no lagging)Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. (ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy but still similar inMC-15820but when around an end city the chunks that were never rendered disappear, I generously gave screenshots. notice that the buildings aren't stacking up like inMC-15820. this bug involves no lagging)
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated. This means that you may find an end ship by itself or buildings cut in half, I play multiplayer with other people and find broken end cities, and end ships. I couldn't explain it any better but to reproduce, go to the end and then leave the game quickly when you see part of the end city, then come back and check the end city. you will see exactly how I described it. see comments for a more specific way to reproduce. (ALSO KEEP IN NOTE: This is NOT a duplicate of
MC-15820because it always happens with end cities, but inMC-15820the villages only sometimes have the issue and the chunks look more randomly buggy but still similar inMC-15820butwhen around an end city the chunks that were never rendered disappear, I generously gave screenshots. notice that the buildings aren't stacking up like inMC-15820. this bug involves no lagging)Sometimes end cities won't completely generate when you leave the game when part of the end city is generated.
what i expected to happen: an end city would generate normally when it is partially seen by the player.
what really happened: when i saw a part of the end city, the generator forgot to fill in the chunks that were not generated, causing cut buildings and end ships.
to reproduce: simply go to the end city, make sure you don't let it be fully seen, leave the game, and the section you don't see will be cut off.
MC-96998andMC-15820ARE different bugs (becauseMC-96998is about the generation of end cities after you exit the game andMC-15820is about villages and some other generated structures generating weird holes and stacked buildings in chunk generation randomly.
Sometimes end cities won't completely generate when you leave the game when part of the end city is generated.
what i expected to happen: an end city would generate normally when it is partially seen by the player.
what really happened: when i saw a part of the end city, the generator forgot to fill in the chunks that were not generated, causing cut buildings and end ships.
to reproduce: simply go to the end city, make sure you don't let it be fully seen, leave the game, and the section you don't see will be cut off.
This andMC-15820ARE different bugs (because this is about the generation of end cities after you exit the game andMC-15820is about villages and some other generated structures generating weird holes and stacked buildings in chunk generation randomly.
Edit: i dont know how the code works, but i found out that transitioning from 16w43a to 16w44a in the same world fixed bugs for woodland mansions as if they generated in 16w44a, probably meaning that they generate after the world is generated, which is probably why they get cut in half in the process.
Is there anyone else that can confirm this?
I editedMC-96998to help make it easier to confirm.
Sometimes end cities won't completely generate when
youleave the game when part of the end city is generated.
whatiexpected to happen: an end city would generate normally when it is partially seen by the player.
what really happened: whenisaw a part of the end city, the generator forgot to fill in the chunks that were not generated, causing cut buildings and end ships.
to reproduce:simply go to the end city, make sure you don't let it be fully seen, leave the game, and the section you don't see will be cut off.
This andMC-15820ARE different bugs (because this is about the generation of end cities after you exit the game andMC-15820is about villages and some other generated structures generating weird holes and stacked buildings in chunk generation randomly.
Edit: i dont know how the code works, but i found out that transitioning from 16w43a to 16w44a in the same world fixed bugs for woodland mansions as if they generated in 16w44a, probably meaning that they generate after the world is generated, which is probably why they get cut in half in the process.Sometimes end cities and woodland mansions won't completely generate when I leave the game when part of the end city is generated.
What I expected to happen: an end city / woodland mansion would generate normally when it is partially seen by the player.
What really happened: when I saw a part of the end city / woodland mansion, the generator apparently forgot to fill in the chunks that were not generated, causing cut buildings and end ships.
To reproduce: Use the seed -1681023348413992357 and teleport to -9532 94 -11211 (Don't use the /locate command in 1.13.2). Wait for the chunks to load, then exit the game. When you come back, the mansion will not be completely generated.
When a creeper falls (mostly in ravines), it will explode instantly usually killing you, so fast, you probably don't even see the creeper.
Steps to reproduce: spawn a creeper on top of a ravine, then go below the creeper, go into survival and you blow up, plus they still make a hissing sound.
Sorry this is a duplicate.
When a creeper falls (mostly in ravines), it will explode instantly usually killing you, so fast, you probably don't even see the creeper.
Steps to reproduce: spawn a creeper on top of a ravine, then go below the creeper, go into survival and you blow up, plus they still make a hissing sound.
Sorry this is a duplicate.When a creeper falls (mostly in ravines), it will explode instantly usually killing you, so fast, you probably don't even see the creeper, and they still make a hissing sound.
Steps to reproduce: spawn a creeper on top of a ravine, then go below the creeper, go into survival and you blow up.
Sorry this is a duplicate.
Skeletons strafe too faston certain blocks with incorrect AISkeletons strafe too fast with incorrect Al on certain blocks.
when skeletons strafe on water or blocks that inflict damage , they move extremely fast (1.5 times as fast as endermen), and move straight toward you. if you enchant
a skeletonwith depth striderwith boots, they move much faster than they do on land, and they move on magma blocks at the same deadly speed!when skeletons strafe on water or blocks that inflict damage , they move extremely fast (1.5 times as fast as endermen), and move straight toward you. if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually you can just spawn a skeleton in water and make it hostile and it swims faster than the player with broken AI.
Skeletons "strafe" too fast with incorrect Al on certain blocks.
when skeletons strafe on water or blocks that inflict damage , they move extremely fast (1.5 times as fast as endermen), and move straight toward you. if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually to reproduce like in the screenshot, you can just spawn a skeleton in water and make it hostile and it swims faster than the player with broken AI.
when skeletons strafe on water or blocks that
inflict damage, they move extremely fast (1.5 times as fast as endermen), and move straight toward you. if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually to reproduce like in the screenshot, you can just spawn a skeleton in water and make it hostile and it swims faster than the player with broken AI.when skeletons strafe on water or blocks that they are not supposed to walk on, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafting. if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually to reproduce like in the screenshot, you can just spawn a skeleton in water and make it hostile and it swims faster than the player with broken AI.
when skeletons strafe on water or blocks that they are not supposed to walk on, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of straf
ting. if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually to reproduce like in the screenshot, you can just spawn a skeleton in water and make it hostile and it swims faster than the player with broken AI.
Skeletons"strafe" too fast with incorrect Alon certain blocks.Skeletons have broken agility reaction when hit or walking on certain blocks when provoked.
when skeletons strafe on
water or blocks that they are not supposed to walk on, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing.if you enchant boots with depth strider and give them to the skeleton , they move much faster than they do on land, and they move on magma blocks at the same deadly speed as when they move on water with depth strider! usually to reproduce like in the screenshot, you can just spawn a skeletoninwater and make it hostile and it swims faster than the player with broken AI.when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in survival to reproduce, or let it walk on certain blocks like rails.
when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in survival to reproduce, or let it walk on certain blocks like rails
.when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in third person in survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in third person in survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in third person in survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
also noticed that if you run down a hill with a horse, the skeleton will "hover" or "slide" toward you.
when skeletons strafe on grass paths, chests, slabs, enchanting tables, magma blocks, and air, they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. just hit a skeleton in third person in survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
also noticed that if you run down a hill with a horse, the skeleton will "hover" or "slide" toward you.Edit: Can also confirm for illusioners.
Affected blocks:
- grass paths
- chests
- slabs
- magma blocks
- enchanting tables
- end portal frames
- water
- lava
- air
- rails
The bug
When skeletons or illusioners strafe on certain blocks they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. Just hit a skeleton in third person in Survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
Also noticed that if you run down a hill with a horse, the skeleton will "hover" or "slide" towards you.Affected blocks
- air
- chests
- daylight sensors
- enchanting tables
- end portal frames
- grass paths
lavamagma blocksrailsslabswaterThe bug
When skeletons or illusioners strafe on certain blocks they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. Just hit a skeleton in third person in Survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
Also noticed that if you run down a hill with a horse, the skeleton will "hover" or "slide" towards you.Affected blocks
- air
- chests
- daylight sensors
- enchanting tables
- end portal frames
- grass paths
- farmland
- lava
- magma blocks
- rails
- slabs
- water
This was never intended.
The bug
When skeletons or illusioners strafe on certain blocks they move extremely fast (1.5 times as fast as hostile endermen), and move straight toward you instead of strafing. Just hit a skeleton in third person in Survival to reproduce, or let it walk on certain blocks like rails, they will go berserk!
Also noticed that if you run down a hill with a horse, the skeleton will "hover" or "slide" towards you.Affected blocks
- air
- chests
- daylight sensors
- enchanting tables
- end portal frames
- grass paths
- farmland
- lava
- water
- magma blocks
- honey blocks
- rails
- slabs
- soul sand
under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce: make a superflat world with air under the ground where mines should generate, look for a mineshaft, enjoy the glitches!
note the water falls caused due to skipping ticks.
under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce: make a superflat world with air under the ground where mines should generate, look for a mineshaft, enjoy the glitches!
note the frozen water falls caused due to skipping ticks.
under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce: make a superflat world with air under the ground where mines should generate, look for a mineshaft, enjoy the glitches!
note the frozen water falls caused due to skipping ticks and lagging.
Floating mineshafts generating incorrectly undershade.Floating mineshafts generating incorrectly around shade.
see
MC-11571if you want to see the lagging bug I mentioned.
under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce:make a superflat world with air under the ground where mines should generate, look for a mineshaft, enjoy the glitches!
note the frozen water falls caused due to skipping ticks and lagging.under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce: look at an intersection of a mineshaft and a ravine, and look for floating cobwebs.
under places like ravines, overhangs, and any other generated structure, mineshafts will float with a lack of normal features like chests, plus have floating cobwebs.
steps to reproduce: look at an intersection of a mineshaft and a ravine, and look for floating cobwebs.Under overhangs, mineshafts will generate without supports or chests, and they will have floating cobwebs. To reproduce, use the "buffet" world generation in 18w16a with end generation. Weird mineshafts will generate under the shady areas.
Floating mineshafts generating incorrectlyaroundshade.Floating mineshafts generating incorrectly in shade.
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer
Surface mineshafts don't follow correct restrictions unlike regular mineshafts, also works with igloos.
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" preset.
Surface mineshafts don't follow correct restrictions unlike regular mineshafts, also works with igloos and ender pillars.
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" preset and the end biome causes ender pillars that break through the final bedrock layer.
Surface mineshafts don't follow correct restrictions unlike regular mineshafts, also works with igloos and ender pillars.Certain generated structures are helping other generated structues get through the bedrock layer/break through the bedrock layer.
Certain generated structures are helping other generated structues get through the final bedrock layer/break through the bedrock layer.
Certain generated structures are helping other generated structues get through the final bedrock layer/break through the final bedrock layer.
Certain generated structures are helping other generated structues get through the final bedrock layer/break through the final bedrock layer.Certain generated structures are helping other generated structues get through the final bedrock layer or just break through the final bedrock layer by themselves.
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" preset and the end biome causes ender pillars that break through the final bedrock layer. you can fix this by putting a restriction that makes the final bedrock layer "generated structure proof".
Certain generated structures are helping other generated structues get through the final bedrock layer or just break through the final bedrock layer by themselves.Generated structures go through bedrock.
Generated structures go through final bedrock layer.
I am actually surprised this is not resolved as duplicate.
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" preset and the end biome causes ender pillars that break through the final bedrock layer.youcan fix thisbyputting arestriction that makes the final bedrock layer "generated structure proof".when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" preset and the end biome causes ender pillars that break through the final bedrock layer. anyone that can fix this can put more restrictions to the bedrock layer that makes the final bedrock layer "generated structure proof".
when you create a superflat world, and set the biome to mesa or ;38; the mineshafts generate inside the bedrock layer, possibly making dungeons go through bedrock when they spawn.
steps to reproduce: make a superflat world, set it to "overworld" and set the biome from ;1; to ;38; and remove the stone layer, set the seed to 5 then use the command tp 669 1 -151 and you will spawn in a glitched mineshaft. if you make the ground level higher, the mines may rarely spawn groundless dungeons. also igloos have a chance of going through the bedrock layer.
to reproduce with igloos, make the ground lower in the "snowy kingdom" presetand the end biome causes ender pillars that break through the final bedrock layer. anyone that can fix this can put more restrictions to the bedrock layer that makes the final bedrock layer "generated structure proof".
also what if an igloo generated in a ravine, or another sort of generated structure. this also may relate to MC-86654.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is NOT a duplicate of
MC-75972but rather similar.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is NOT a duplicate of
MC-75972but rather similar.Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is NOT a duplicate of
MC-75972but rather similar. also this bug really sucks when you want overhangs.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is NOT a duplicate of
MC-75972but rather similar. also this bug really sucks when you want overhangs.Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is a duplicate of
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is a duplicate of
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is a duplicate of
MC-11571, sorry.
Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move. this is a duplicate of
MC-11571, sorry.Block shadows seem to cause a lag in the overworld, to simply reproduce, create a superflat world with air in between 2 non transparent blocks. in this screenshot, i was exploring when i saw glitched waters that wont move.
Fishing rods give rip offs when enchanting. (duplicate)
load the seed 10...
load the seed 10 on default superflat, then type in the command tp 777 5 -12751 look at the farm behind you, then a blacksmith will farm in front of your face. this might actually be intended but i honestly dont know.
to reproduce, load the seed 10 on default superflat, then type in the command tp 777 5 -12751 look at the farm behind you, then a blacksmith will farm in front of your face. this might actually be intended but i honestly dont know. the villagers must be stealing farmer AI.
to reproduce, load the seed 10 on default superflat, then type in the command tp 777 5 -12751 look at the farm behind you, then a blacksmith and a butcher will farm in front of your face. this might actually be intended but i honestly dont know. the villagers must be stealing farmer AI.
i lately saw villagers like blacksmiths or clerics or butchers farming. to reproduce, load the seed 10 on default superflat, then type in the command tp 777 5 -12751 look at the farm behind you, then a blacksmith and a butcher will farm in front of your face. this might actually be intended but i honestly dont know. the villagers must be stealing farmer AI.
When a guardian shoots a beam, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere
,to reproduce, simply summon or effect a guardian then provoke the guardian, and you will see a SUPER ugly beam shooting at you.When a guardian shoots a beam, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere where there is a provoked guardian with the glowing effect. to reproduce, simply summon or effect a guardian then provoke the guardian, and you will see a SUPER ugly beam shooting at you.
When a guardian shoots a beam, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere where there is a provoked guardian with the glowing effect. to reproduce, simply summon or effect a guardian then provoke the guardian, and you will see a SUPER
uglybeam shooting at you.When a guardian shoots a beam, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere where there is a provoked guardian with the glowing effect. to reproduce, simply summon or effect a guardian then provoke the guardian, and you will see a SUPER UGLY beam shooting at you.
When a guardian shoots a beam while having the glowing effect, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere where there is a provoked guardian with the glowing effect. to reproduce, simply summon or effect a guardian then provoke the guardian, and you will see a SUPER UGLY beam shooting at you.
When a guardian shoots a beam while having the glowing effect, it looks like an ugly staff of darkness (that REALLY needs a bleach to look clean again, just kidding) and you can see it from just about anywhere where there is a provoked guardian with the glowing effect. to reproduce, simply summon or effect a guardian with glowing then provoke the guardian, and you will see a SUPER UGLY beam shooting at you.
When a guardian shoots a beam while having the glowing effect, it looks like an ugly staff of darkness
(that REALLY needs a bleach to look clean again, just kidding)and you can see it from just about anywhere where there is aprovokedguardian with the glowing effect.to reproduce,simply summon oreffect a guardian with glowing then provoke the guardian, and you will see aSUPER UGLYbeam shooting at you.When a guardian shoots a beam while having the glowing effect, it looks like an ugly staff of darkness, and you can see it from just about anywhere where there is an attacking guardian with the glowing effect. To reproduce, effect a guardian with glowing, then provoke the guardian, and you will see a really ugly beam shooting at you.
The guardian beamlooks graphically GLITCHEDwhile the guardian has the glowing effect.The guardian beam "glows" while the guardian has the glowing effect
villages fail to generate paths on certain blocks like stone, and dirt, and grass paths wont generate under tall grass like it should. in an overhang coincidence grass paths may generate under an overhang but it is difficult to locate, i will provide a screenshot of that later. to reproduce, simply load the "overworld" preset and delete all the dirt. the only thing that paths should
notgenerate on is bedrock.villages fail to generate paths on certain blocks like stone, and dirt, and grass paths wont generate under tall grass like it should. in an overhang coincidence grass paths may generate under an overhang but it is difficult to locate, i will provide a screenshot of that later. to reproduce, simply load the "overworld" preset and delete all the dirt. the only thing that paths should NOT generate on is bedrock.
villages fail to generate paths on certain blocks like stone, and dirt, and grass paths wont generate under tall grass like it should. in an overhang coincidence grass paths may generate under an overhang but it is difficult to locate, i will provide a screenshot of that later. to reproduce, simply load the "overworld" preset and delete all the dirt.to help prevent new bugs the only thing that paths should NOT generate on is bedrock.
villages fail to generate paths on certain blocks like stone, and dirt, and grass paths wont generate under tall grass like it should. in an overhang coincidence grass paths may generate under an overhang but it is difficult to locate, i will provide a screenshot of that later. to reproduce, simply load the "overworld" preset and delete all the dirt. to help prevent new bugs the only thing that paths should NOT generate on is bedrock.
when a polar bear moves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense
when a polar bear moves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense. to reproduce, provoke a polar bear in water and watch it glitch, or hit a polar bear with a knockback sword, the polar bear should swim across the "universe"!
when a polar bear moves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense. to reproduce, provoke a polar bear in water and watch it glitch, or hit a polar bear with a knockback sword, the polar bear should swim across the "universe" (this "universe" saying is an expression)!
when a polar bear moves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense. to reproduce, provoke a polar bear in water and watch it glitch, or hit a polar bear with a knockback sword, the polar bear should swim
across the "universe" (this "universe" saying is an expression)!when a polar bear moves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense. to reproduce, provoke a polar bear in water and watch it glitch, or hit a polar bear with a knockback sword, the polar bear should swim EXTREMELY far!
when a polar bearmoves in water, it cant walk in a straight line and sometimes spins, plus if you hit or shove a polar bear in water, it gets knocked back 5 blocks. since polar bears are supposed to be good swimmers, they shouldn't get knocked at all in water since their coming at such a forceful speed or it wouldn't make any logical sense.to reproduce,provokea polar bear in water andwatch it glitch, or hit a polar bear with aknockbacksword,the polar bearshould swim EXTREMELY far!When a polar bear is swimming, sometimes it cannot pathfind correctly. This also causes polar bears to take a ridiculous amount of knockback while swimming in water. To reproduce, try fighting a polar bear in water, and notice the constant spinning and the extreme knockback the polar bear receives when you hit it (even more so when using the knockback enchant).
polar bears AI andmovement is too sensitive in water.Polar bear movement is way too sensitive in water
nobody has voted for 2 months and their are 6 watchers, it seems like everyone really wants a new and SUPER rare easter egg.
when mobs walk, they leave their sound behind, so the sound seems to come from the air around the mob.(this may seem more like a feature request than a bug report or may even be intended, or may not be worth the time to fix
, unless this ticket is not resolved after looked at, I wont bother giving steps to reproduce)when mobs walk, they leave their sound behind, so the sound seems to come from the air around the mob.(this may seem more like a feature request than a bug report or may even be intended, or may not be worth the time to fix) reproducing is simple, make the weather rain using the command /weather rain, then use a command block and run the command /summon Enderman , and set it to "repeat" and "always active". then the endermen will teleport around, sometimes leaving "enderman vwoops" behind. if you turn on subtitles, the subtitles prove that they leave their sound behind.
when mobs walk, they leave their sound behind, so the sound seems to come from the air around the mob.(this may seem more like a feature request than a bug report or may even be intended, or may not be worth the time to fix) reproducing is simple, make the weather rain using the command /weather rain, then use a command block and run the command /summon Enderman , and set it to "repeat" and "always active". then the endermen will teleport around, sometimes leaving "enderman vwoops" (excluding teleporting) behind. if you turn on subtitles, the subtitles prove that they leave their sound behind.
I know that the "extra huge" mushrooms is a cool feature added in 1.10 but I found a generation bug that only works with "extra huge" mushrooms, their stem won't grow an odd number of blocks tall (if your counting the top of the mushroom, the whole mushroom wont grow an even number of blocks tall). I found many huge mushrooms and measured their stems, only the mushrooms that were more than 7 blocks tall had this bug. In the screenshots I added glowstone to make it easier to observe the heights of the mushrooms.
its simple to reproduce: look for huge mushrooms more than 7 blocks tall and observe their height, you will see how I described them.
Skeletons continue to strafe when they can no longer detect their enemies, its extremely easy to reproduce: watch the skeleton act dizzy after you run from it.
Skeletons continue to strafe when they can no longer detect their enemies, its extremely easy to reproduce: watch the skeleton act dizzy after you run from it. and i almost forgot, this is related to
MC-104900.
Skeletons continue to strafe when they can no longer detect their enemies, its extremely easy to reproduce: watch the skeleton act "dizzy" after you run from it. and i almost forgot, this is related to
MC-104900.
Skeletons continue to strafe when they can no longer detect their enemies, its extremely easy to reproduce: watch the skeleton act "dizzy" after you run from it, or to get a bigger affect, run behind a wall to make the skeleton spin a lot faster. and i almost forgot, this is related to
MC-104900.
The bug
Skeletons continue to strafe when they can no longer detect their enemies.
How to reproduce
Watch the skeleton act "dizzy" after you run from it, or run behind a wall to make it spin even faster. This also makes them look weird when they try to search because they literally just turn their back due to spinning.
when overhangs are generated, grass, sand, or snow blocks are generated depending on biome which may be intended. if it is, mesas will only generate stone under overhangs unless the overhang isn't thick enough. NOTE: the screenshots show the preset used, but i have seen buggy generation issues rarely like this in the hills, extreme hills, and almost always in savanna M. another note is that the natural grass doesn't die in a light level of 0.
when overhangs are generated, grass, sand, or snow blocks are generated depending on biome which may be intended. if it is, mesas will only generate stone under overhangs unless the overhang isn't thick enough. NOTE: the screenshots show the preset used, but i have seen buggy generation issues rarely like this in the hills, extreme hills, and almost always in savanna M. another note is that the natural grass doesn't die in a light level of 0.
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome.
if under ground grass is intended, why does the mesa generate stone and not the ground material?
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as i would expect to happen.
if under ground grass is intended, why does the mesa generate stone and not the ground material?
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as i would expect to happen.
if under ground grass is intended, why does themesa generate stone and not the ground material?i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as i would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome asiwould expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome, with mostly stone underground instead of wierd grass that wont revert to dirt.
i noticed that ground materials like grass, dirt or other surface materials generated underground 9 (not in caves) or under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome but with the biome respective materials, with mostly stone underground instead of wierd grass that wont revert to dirt.
i noticed that ground materials like grass, dirt or other surface materials generated underground
9(not in caves) orunder overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome but with the biome respective materials, with mostly stone underground instead of wierd grass that wont revert to dirt.i noticed that ground materials like grass, dirt or other surface materials generated underground (not in caves but) under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome but with the biome respective materials, with mostly stone underground instead of wierd grass that wont revert to dirt.
i noticed that ground materials like grass, dirt or other surface materials generated underground (not in caves but) under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome but without the biome respective materials, with mostly stone underground instead of wierd grass that wont revert to dirt.
i noticed that ground materials like grass, dirt or other surface materials generated underground (not in caves but) under overhangs.
what I expected to happen: the surface materials will be stone and exposed ore under ground or under overhangs.
what actually happened was: grass generating under ground that wont revert to dirt, also the exposed stone only happened in the mesa biome as I would expect to happen.
steps to reproduce: use a cavers delight preset with out any changes, then look at a mesa biome with the same preset.
I honestly don't know how this would be fixed, it should be fixed at least either by giving under ground clay to mesas, or reprogramming the surface materials to be just like a mesa biome but without the biome respective materials, with mostly stone underground instead of wierd grass that wont revert to dirt.Surface materials like grass blocks, mycelium, coarse dirt, snow blocks, gravel etc (Depends on biome) will generate under overhangs. This is a bug because it was fixed in bedrock edition (By replacing the soil with stone) in 1.2.13, and it is still not fixed in 1.12.2. To reproduce, use the seed 8165033178088066144 and teleport to 151 73 577 and you will find where I took the first screenshot.
Grass generatingunder overhangs, in mesas it is stone.Surface blocks generate under overhangs
Surface materials like grass blocks, mycelium, coarse dirt, snow blocks, gravel etc (Depends on biome) will generate under overhangs. This is a bug because it was fixed in bedrock edition (By replacing the soil with stone) in 1.2.13, and it is still not fixed in 1.12.2. To reproduce, use the seed 8165033178088066144 and teleport to 151 73 577 and you will find where I took the first screenshot. The second screenshot shows a picture of an image posted on Reddit that shows the fix on bedrock edition.
Surface materials like grass blocks, mycelium, coarse dirt, snow blocks, gravel etc (Depends on biome) will generate under overhangs. This is a bug because it was fixed in bedrock edition (By replacing the soil with stone) in 1.2.13, and it is still not fixed in 1.12.2. To reproduce, use the seed 8165033178088066144 and teleport to 151 73 577 and you will find where I took the first screenshot. The second screenshot shows a
pictureof an image posted on Reddit that shows the fix on bedrock edition.Surface materials like grass blocks, mycelium, coarse dirt, snow blocks, gravel etc (Depends on biome) will generate under overhangs. This is a bug because it was fixed in bedrock edition (By replacing the soil with stone) in 1.2.13, and it is still not fixed in 1.12.2. To reproduce, use the seed 8165033178088066144 and teleport to 151 73 577 and you will find where I took the first screenshot. The second screenshot shows a screenshot of an image posted on Reddit that shows the fix on bedrock edition.
Surface materials like grass blocks, mycelium,
coarse dirt, snow blocks, gravel etc(Depends on biome) will generate under overhangs. This is a bug because itwas fixed in bedrock edition (By replacing the soil with stone) in 1.2.13, and it is still not fixed in 1.12.2. To reproduce, use theseed 8165033178088066144 and teleport to 151 73 577 and you will find where I took the first screenshot. The second screenshot shows a screenshot of an image posted on Reddit that shows the fix on bedrock edition.Surface materials like grass blocks, mycelium, podzol, and snow blocks (depends on biome) will generate under overhangs. This is a bug because it looks really weird to see these blocks generate in places where they shouldn't be.
Surface materials like grass blocks, mycelium, podzol, and snow blocks (depends on biome) will generate under overhangs. This is a bug because it looks really weird to see these blocks generate in places where they shouldn't be. To reproduce, use the seed 96 and teleport to 9094 112 8523 to see grass in a dark place where it shouldn't be.
Ender dragon knockback is deadly powerfulon the second hit.Ender dragon knockback is deadly powerful while the player is in air.
this may seem intended at first, but the ender dragon tosses the player way too far but only in certain cases: I am not talking about 20 blocks, I am talking 80 or more blocks high. it is buggy that the ender dragon can glitch people into the void.
to reproduce: get hit by the ender dragon twice at a time, or throw an ender pearl at the ender dragons LOWER neck right next to its body. the knockback will stack and you will fly far (at the world height limit rarely) and die!
the reason it is such a bad bug is because when the ender dragon perches, the player that attacks may experience a deadly fall when interfering with certain parts at certain times.
this may seem intended at first, but the ender dragon tosses the player way too far but only in certain cases: I am not talking about 20 blocks, I am talking
80 or more blocks high. it is buggy that the ender dragon can glitch people into the void.
to reproduce: get hit by the ender dragon twice at a time, or throw an ender pearl at the ender dragons LOWER neck right next to its body. the knockback will stack and you will fly far (at the world height limit rarely) and die!
the reason it is such a bad bug is because when the ender dragon perches, the player that attacks may experience a deadly fall when interfering with certain parts at certain times.this may seem intended at first, but the ender dragon tosses the player way too far but only in certain cases: I am not talking about 20 blocks, I am talking 50 or more blocks high. it is buggy that the ender dragon can glitch people into the void.
to reproduce: get hit by the ender dragon twice at a time, or throw an ender pearl at the ender dragons LOWER neck right next to its body. the knockback will stack and you will fly far (at the world height limit rarely) and die!
the reason it is such a bad bug is because when the ender dragon perches, the player that attacks may experience a deadly fall when interfering with certain parts at certain times, also it may cause a lag and teleport you into pillars.
Ender dragon knockback is deadly powerful while the player is inair.Ender dragon knockback is deadly powerful while the player is in midair or hit.
Ender dragon knockback isdeadly powerful while the player is in midair or hit.Ender dragon knockback is overpowered and causes lag.
this may seem intended at first, but the ender dragon tosses the player way too far but only in certain cases: I am not talking about 20 blocks, I am talking 50 or more blocks high. it is buggy that the ender dragon can glitch people into the void.
to reproduce: get hit by the ender dragon twice at a time, or throw an ender pearl at the ender dragons LOWER neck right next to its body. the knockback will stack and you will fly far (at the world height limit rarely) and die!
the reason it is such a bad bug is because when the ender dragon perches, the player that attacks may experience a deadly fall when interfering with certain parts at certain times, and teleport you into pillars.When the ender dragon hits you, then hits you one or more extra times, the knockback increases exponentially. Ender dragons only knock you back about 20 blocks when you get hit once, but subsequent hits can knock you back over 100 blocks away.
Ender dragon knockbackisoverpoweredEnder dragon knockback can stack, causing exponentially overpowered knockback
When the ender dragon hits you,
then hitsyou one or more extra times, the knockback increasesexponentially. Ender dragons only knock you back about 20 blocks when you get hit once, but subsequent hits can knock you back over 100 blocks away.When the ender dragon hits you, all subsequent hits will cause knockback to increase exponentially. Ender dragons only knock you back about 20 blocks when you get hit once, but subsequent hits can knock you back over 100 blocks away.
[Helper] gaspoweredpick That's for minecraft not mcpe
[Helper] gaspoweredpick this isn't about green robed villagers spawning naturally. This is about an uneven distribution of the professions.
I resolved it to
MC-45489because the villager spawning if already broken, and having a ticket per villager type is unnecessary.
If they still spawn after this is resolved, I will reopen that, but since the spawning is broken anyway I resolved it to this.
[Helper] gaspoweredpick, sorry then, I did not know that this part was included as well.
user-f2760 isn't the fact that green villagers spawn a seperate bug? This report is about distrubtion whereas green villagers should not spawn at all.
[Helper] gaspoweredpick source?
[Helper] gaspoweredpick, how is this a duplicate of MC-108095?
[Helper] gaspoweredpick, that's unrelated to this ticket.
[Helper] gaspoweredpick, please use "confirmed for 1.13-pre2", that way it's findable by filters.
[Helper] gaspoweredpick, I haven't verified it myself, but apparently, and when looking at MC-25330, this would apply only to axes and chopping wood.
@[Helper] gaspoweredpick, does MC-94730 describe the bug you are experiencing?
Any news on this with the latest snapshot, [Helper] gaspoweredpick?
[Helper] gaspoweredpick: This should be a different issue since this bug showed up later.
[Helper] gaspoweredpick If mob spawns is fine in the nether wastes, is the magma cube spawns fine too?
[Helper] gaspoweredpick It also makes sense to me that the hoglin's attack range is like this. Though maybe it should be decreased a little.
@[Helper] gaspoweredpick, maybe create a separate report for this. I guess the rules for what can be replaced would be different than the ones defining on top of which blocks basalt should generate.
[Helper] gaspoweredpick, river not frozen in Snowy Taigas or Ice Spikes is now tracked at MC-138801
[Helper] gaspoweredpick from my testing, it seems that the celebration dance only happens rarely if they have successfully hunted a hoglin, it never happens if they kill a player or wither skeleton.
[Helper] gaspoweredpick no, what you confirmed is MC-183446. this bug doesn't seem to happen on boats tho
[Helper] gaspoweredpick, are you using macOS? This bug might be related to MC-204782 because both this report and MC-204782 are about types of rendering that used to work in the 1.16 versions but no longer work in the the 1.17 snapshots. MC-204782 seems to affect Macs that have Intel graphics cards, so perhaps this bug only affects Macs that have Intel graphics cards too.
This was an issue in the experimental snapshots and has carried over to 21w37a.
Sometimes mobs will spawn in biomes they aren't supposed to, because of what I assume to be issues with 3D biome placements. You'll see parrots in forests, wolves in plains, etc,
I'm not sure if every biome-exclusive mob has this issue, but it's definitely still relevant.
HOWEVER, flying either far above or far below the spot where these mobs spawned usually, in all of my tests, reveals the correct biome. So for example, far below the parrots in the birch forest is a jungle within the stone. This suggests that it's being caused by the new world generation instead of any previous issues.
To reproduce:
From [Helper] gaspoweredpick;
Biome exclusive mobs also seem to be generating in the wrong biomes as well. From my observation in both the experimental snapshots and 21w37a, this issue only applies to animals that don't despawn.
To reproduce, use the seed -2350610002792544176 and run the following commands:
/execute in minecraft:overworld run tp @p -24 101 192 -164 12
Parrots in the middle of plains.
/tp @p -1513 67 2055 -157 21
Rabbits in the middle of a jungle edge.
What I expected to happen:
Biome specific mobs such as parrots and wolves to be limited to their appropriate biomes; jungles and forests/taigas, respectfully.
[Helper] gaspoweredpick your experiencing MC-167873








































































it does happen when they are on fire but it also happens randomly when you hurt zombies, try killing 20 hostile zombies with a sword and they will sometimes completely ignore knock back. (unless it is a sweep attack)
I actually tested it out in a villager house, the zombie wasn't taking any fire damage, and i hit the zombie, after the tenth time it didn't respond to the knock back and the zombie dealt damage to me, it doesn't seem to be affected on hard mode either and it seems to happen completely randomly in any case. and a skeleton shot a zombie and it happened too. I think the zombie damage knock back AI is broken.
It kind of makes sense anyway, or else zombies would be way too easy to kill, and it also makes sense why a hostile zombie would ignore "stagger" anyway.
Same with fishing rods.
confirmed for 1.10.2
Duplicate of
MC-104259gave screenshots, the fourth one proves it doesn't have to be in shade.
(Edit: the occasion that causes the mineshaft to generate like in the fourth screenshot is extremely rare)
the first 2 screenshots are when the max ground level is 4, the other 2 are when dungeons spawned due to increased ground level, the igloo pictures show a "gateway" to the bedrock layer.
this may be a duplicate of
MC-28440Obviously intended, you are probably using 3D mode, also duplicate of
MC-11506go into options, then go into video settings, then look for 3D anaglyph.
if the biome is not a mesa, the mineshafts will always be stationed at least 2 blocks above the lowest bedrock layer, like in the screenshots in
MC-103559.The bug here is unintended access to the bedrock layer.
this ticket is duplicated by
MC-100588I cannot reproduce.
this may be a duplicate of
MC-11094even though your on a different device.RESEARCH before reporting a bug! not being able to smelt iron is intended.
sorry about the duplicate, if it was not a duplicate, i found out it cant be confirmed, also i thought it was the shadows causing the lag.
Was the dragon summoned, using summon EnderDragon ~ ~ ~
{DragonPhase:0}?
Duplicate or related to
MC-47508resolved issues are resolved issues.
also may be duplicate of
MC-92216give me an idea of what you were using to smelt in the furnace and give me a screenshot.
Duplicate of
MCPE-13671I've see the same bug on other devices.
Might be intended.
probably WAI, there may not be enough light.
sorry, edited comment.
found out this is a duplicate of MC-36937, sorry.
It doesn't always happen with zombie villages, but I found the seed that spawns you right next to one, and the seed is in the screenshots. I think it is caused because there is a selected type of zombie in the village and something broke because all the zombies populating the village had a 1/20 of spawning as babies, but even then there are grown zombies (but not many) populating the village. This also makes it one of the most dangerous generated structures in minecraft because if you don't turn back, you will become a child's snack, being devoured faster than when you approach an ocean monument!
Duplicate of
MC-104259thanks, i was saving this glitched seed for good use, otherwise this bug wouldn't be that easy to confirm.
found many duplicates of
MC-104259including this one, please search before creating a new issue, that means that this bug report is a duplicate.also noticed that the boats sink and cannot be ridden when on minecarts.
Duplicate of
MC-95922It seems to show the hunger effect in the screenshot, so this is probably WAI, also on easy difficulty the chance of hunger is 30% not 0%
i eventually found out this is a duplicate of
MC-48593I have a screenshot of a skeleton ramming into me and steps to reproduce in
MC-104900.can confirm, i use commands to make lots of tnt and make huge explosions. also works with sand, gravel, etc. i tested a superflat made of 1 layer of tnt and 1 layer of sand, prime the tnt and you see it ALL THE TIME. it is a great way to reproduce. the sand slides on the ground looking for placement and then takes a different path, i think this is a graphical bug.
also works when you hit a guardian "corpse", and any mob with the thorns enchantment while dead, and you also take damage.
unless the boats cannot be broken with a sword or the drops seem wrong, this is 99.9999% sure to be resolved as duplicate.
it is impossible, when i caught a boat on fire, it dropped a boat without a player doing so, it did not drop planks like in the 1.8 update, i wonder if this is actually intended.
can confirm, but duplicate of
MC-102248I still confirm this NOT duplicate of
MC-15820because with villages it DOESN'T always happen, and with end cities it ALWAYS happens. I LOOKED at the screenshots, End cities aren't stacking up like the buildings in the villages, and i noticed that only the rendered chunks will spawn end city pieces, the village bug is different because the chunk bugging is more random. I generously gave screenshots to people with bad imaginations. SIMPLE PROOF: try telling the difference between the chunk generation screenshots on this bug andMC-15820and double check the difference between them, if you cant see any difference (other than the village and end city being different generated structures) keep in note that the village probably glitches out the unseen chunks, while the end city totally deletes unseen chunks and doesn't stack buildings on top of each other. if you cant tell the difference then you probably have a tumor!IM SERIOUS!!!
I am deeply sorry about that, I was pretty grumpy when this ticket was resolved as a duplicate and i promise i wont act grumpy on the internet again. (but i still don't think this is a duplicate of
MC-15820) Could you please specifically tell me why this is resolved as "Duplicate"?Also added more screenshots, the superflat village screenshot had less baby zombies. it seems that forcing all the zombies not to be babies just messed up the randomiser.
Thanks, I don't think I need to give out any more info about this ticket, I pretty much typed all the info I could possibly type, and i am glad the bug is now related to
MC-15820rather than duplicate, it just seemed as wrong as "pigs eating bacon" in many ways. I was also furious when this happened but i decided to be forgiving. I now understand why it seemed to be a duplicate. i got all the screenshots within 30 minutes, i reproduced the bug on every screenshot proving it almost always works.Steps to reproduce: load a custom world (don't change anything else) and set the biome to "Ice Plains", then use the command tp 86 73 6 ,then you will spawn right on top of a tree with some snow under it.
this issue is a duplicate of
MC-105236i will be giving steps to reproduce and some more information right now.
if WAI then this ticket was duplicated by
MC-105390this issue may link or be related to
MC-103559Duplicate of
MC-101729this may be a duplicate of
MC-2025(unless you have a video of a mob walking right through a fence)i noticed i can only reproduce this in superflat, like using a nether biome with a layer of magma blocks, i provoke zombie pigmen and they cant resist running into the crater created by a ghast.
I know, I didnt think ahead a lot when i reported this "bug" and it seems more similar to a "sound improvement request" if not a "bug".
it works fine with me, maybe it is because your graphics are set to "fast".
Possible duplicate of
MC-102894Possible duplicate of
MC-108i reported this because it is impossible to get a huge mushroom 9, 11, or 13 blocks tall but is possible to get a huge mushroom 10, 12, or 14 blocks tall, that seemed to be pretty buggy to me, i will check again in case this is a duplicate.
Edit: couldn't find a duplicate or related bug. (I am NOT stating that mushrooms should grow even taller because that would be a feature request)
Edit 2: found 2 mega taiga trees and one of them was 1 block less tall than the other. what i am stating is that the mushrooms have separation limits when growing "extra huge", causing an increased chance of identical height mushrooms when more than 7 blocks tall, making it look unnatural.
i can confirm this with grass paths, chests, slabs, magma blocks, enchanting tables, end portal frames, water, lava, and air causing agility bugs when falling or hurt which means that hitting a skeleton also causes glitches. I will edit my report on this bug. I created a new ticket that is related to this one, MC-105588
this duplicates
MC-96998can confirm.
I believe this was resolved as invalid because the bug is based on a feature request.
Can confirm, boats should be fast on ice but not turbo speed.
Duplicate of
MC-16716Duplicate of
MC-72943(maybe)I can confirm this without LAN mode but i confirm this more of a lag problem that stays after you go to the menu. so maybe this is not
MC-72943, if its not a duplicate, i can only confirm this caused byMC-11571with the lag causing huge lag problems with the menu screen and taking a long time to save the game or not being able to save due to so much lag. taking a long time to save is probably intended or can be fixed to cause less lag.this is linked to
MC-104900if the accelerating skeleton is also a bug.1. cannot confirm, you probably forgot to put blaze powder in the "powder slot". if you did not put blaze powder in the "powder slot", WAI.
2. don't call the users on this site "stupit", mistakes on the bug tracker are common.
3. attach a screenshot if possible.
made this ticket more easy to observe, simply grass generating under ground under overhangs, in mesa biomes the surface materials are not under ground in certain cases and replaced by stone.
Edit: also fixed a typo
hi Roro, I have the unfortunate news that you that this is a bug tracker, not a "Hello... tracker". please "greet" the bug tracker by making helpful comments and tickets, or by attaching a crash report on this ticket like the moderators tell you to do.
it is intended that boats break before 1.9.
the ender dragon is immune to bad effects, but not immune to explosions: Intended
did you summon the ender dragon using commands?
and also wouldn't it be fun to run up to a mob and backstab it, I do it frequently while mob fighting. this is a feature.
I edited this ticket.
Custom heads aren't supported, so are giants.
data value 1 gives regular golden apple, what is another command that can give an enchanted golden apple?
they can still spawn babies, just not by clicking the mule. is it glitchy to spawn a baby mule?
sorry, I was a little mixed up.
can confirm.
where in
MC-45489does it say that green robed nitwits have a chance to spawn, this bug has a different cause at a different time, and is a different bug. (i have seen green robed villagers spawn in great frequencies in some villages, but i am stating that they spawn naturally.)also, THIS bug only occurs in 16w32b.
what I am stating is that they continue to strafe for a few seconds after they can no longer see you. Did you even reproduce this?
It might actually be a funny easter egg if it didn't happen ALL the time, the reason it is so funny is because skeletons wont be able to navigate very well if they dont have brains.
can confirm that green robed villagers will spawn naturally in 16w33a. I don't really want nitwits that cant trade in our villages.
Can agree with that, this sounds more like a feature request. you can't mine stuff like mob spawners and mushroom stems to get the exact block so this is intended.
Duplicate of
MC-45489andMC-106362Links to
MC-108see
MC-106250that also states that villager spawning is broken.MC-106250is related/duplicate of this ticket.I finally found out It also applies to zombies. (I found a baby zombie nitwit by coincidence and used it in the screenshot)
Is this intended?
I edited
MC-106250because I found out it also happens with zombies.I found out that the zombie spawn was a different bug.
I figure that if zombies are supposed to have nitwit variants, and being able to cure them,
MC-106250is intended.I edited this ticket again.
I am now specifically stating that it is possible to get a nitwit by looking in villages or curing a nitwit zombie. It should be WAI if the nitwit is SUPPOSED to be obtainable in survival.
An appropriate comment is a MUCH better way of helping the bug tracker than duplicating tickets.
the last screenshot may not look like it has much but if you look closer, you can see the teleportation particles.
this should be resolved as invalid or WAI because it seems like a feature request. "fixing" this would make "1 block away" mining inpossible.
what about the fact that they follow you around? I mean it does link because they both have similar behavior in bolth bugs but this says that the enderman follows you around after passive and can last before you exit the game. the only reason i said "broken AI" on the summary is because the endermen act all wierd.
the bug here is that they follow you around.
(this bug started in the 1.9 update, not the 1.0.0 update like in
MC-2138)made this ticket more specific.
shrubs are not supported.
also dupe of
MC-86790.WAI
also dupe of
MC-100733not fixed:
MC-96998Links to
MC-85569In fact, this is
MC-85569this is about WHEN riding a tamed horse, not WHILE taming the horse, as you ride a tamed horse, it does a kicking animation, keeping you from controlling the horse.
this is
MC-104259relates to
MC-107133also duplicates
MC-54411can confirm, if you are stating that the tamed horse and donkey just ignore each other, the description needs more detail.
I would also prefer if there was a video or screenshots.
1. Please don't write a whole long story about the bug.
2. You duped
MC-1403and you seem to be reporting multiple bugs simultaneously.3. I don't know what the bug because there is no steps to reproduce.
4. please organize your information (add a description, what you expected to happen, what really happened).
5. I also don't know what the SPECIFIC bug is because you reported too many bugs, with too many words.
Edit: if you want to report many bugs, separate them into specific tickets.
Duplicate of
MC-64163Feature Request, not bug.
Try using your hand and then use a knockback sword, and you will see a difference in the speeds.
I also edited to make more specific.
MC-93468is caused by water sometimes generating extra blocks while flowing.I found another bug where if you hit a ghast fireball upward with knockback, it moves in a "random" direction before moving up.
I believe that its the same bug so I put that in this ticket.
This seems to be a bug with anything generated with the use of structure blocks.
Gave screenshot for woodland mansions.
1. You seem to have reported multiple bugs simotaniously.
2. what do you mean by "in-between state"?
3. as this ticket is, dupe of
MC-108095.I don't know what the reporter of
MC-108105means by "in between state"I thought it meant that the llamas had trouble pathfinding in caravans.
It says that the green villagers spawn in villages, see
MC-45489.this technically also dupes
MC-45489because the villager spawn is already broken.This part of the bug is what i already reported and it got resolved to
MC-45489, that's why this ticket is really a dupe ofMC-106063andMC-45489.I played PvP with axes and shields recently and was able to disable my opponents shield, I also confirmed
MC-108085with zombies as well as vindicators.I cannot confirm, I did a powered piston pushing a slime block pushing obsidian and it didn't do anything either when i flipped the switch powering the piston on or off.
can confirm this does also happen in the nether.
1. Thats not a plains biome, its an deep ocean biome with lack of water. (the grass color of plains is more greenish)
2. If you were using the Customized World with the preset Drought, this is invalid as world generation may make assumptions and cause an ocean monument to generate out of water, no bug here.
can confirm.
Cannot confirm with Default world type, this is definitely a custom world.
can only confirm when there is no sunlight for the husk and stray to spawn in.
I found out on the wiki, they intentionally improved attack damage, I was a little confused before i saw this.
cannot reproduce: i lighted a witch on fire, went way above cloud level (140 blocks from the witch approx.), went back down, and the witch vanished.
can reproduce when the villagers are 2 blocks away from the evoker.
this means that there is a bug here.
I think this relates to
MC-86513links to MC-98316
please add the following info to MC-98316
I recently found another one:
when hostile, enderman screeches is instead "enderman vwoops"
I was playing survival mode on singleplayer, and i went caving in extreme hills, then i got out and all the sudden i saw a huge tower of extreme hills generated in the plains that wasn't there before. there was no lag or relog, it just appeared.
Thanks Devs, villager trading sounds a LOT better.
The bug here is the lack of outlining causing mirrored textures.
The fact that mobs don't get their drops burned on magma blocks is intended.
This is actually a feature request, not a bug.
And this is actually 2 "bug reports".
can see the bug here, I dislike that you have to kill the dragon a certain way to get the max XP, and I know everyone wants the same death from the ender dragon instead of having to shoot for max XP.
this is caused by and duplicates
MC-50367I think you mean MC-3059
16w42a
relates to
MC-1089371. Going inside a creeper was for steps to reproduce
2. If you want to see an attack range issue, see
MC-108937, this ticket is related as they both affect shield blocking, have to do with mobs and how they inflict damage, and have to do with poor attack mechanics, butMC-108937is for mobs only, and this ticket has to do with poor blocking.3. this ticket reports poor graphical shield alignment causing probably unintended backstabbing mechanics.
also relates to MC-100949
for more llama glitches, see
MC-109389andMC-109393The devs say that this is intended.
I made this edit
dupe of
MC-109832Well, the shield sometimes blocks stuff that is not supposed to be blocked as shown in the screenshot. the screenshot shows a slime being repelled when it should be inflicting damage.
Dupe of
MC-96007I checked an It looks like I duplicated
MC-115436I have also confirmed this with illusioners.
This should be resolved because the new textures give the totem a proper outline.
Source for new totem texture: https://pbs.twimg.com/media/DOhoxo0XUAEmOec.jpg:large
I tried to confirm this for 1.12.2, and it only spawned a couple baby zombies and a relatively normal amount of zombies (which is the way it should be). The village used to spawn 80% baby zombies, but now the village only spawns baby zombies randomly (1/20 chance). This bug must have been fixed along with some other related mob spawning bug.
I noticed that this bug cannot be confirmed for 18w08b. if you use the seed 3585663767566414981 teleport to 856 100 -600 using a render distance of 12 in 1.12.2, and exit once you see the mansion (that is behind you once you teleport), the mansion will be cut off, but if you do the same thing in 18w08b (note that the mansion generates in a slightly different location in the snapshots, but it will still generate on the chunk border), the mansion will not be cut off.
The bug here is that the buried treasure and shipwrecks won't spawn on mushroom beaches, even though they can spawn on the normal and frozen beaches.
Using the same world type (large biomes) and seed (-281870521727245680) and teleporting to 69136 80 71568 will show a shipwreck that generated inside a regular beach (an intentional feature).These shipwrecks do not generate the same way in mushroom island shore biomes which is inconsistent and likely a bug.This also applies to stone beaches, but I don't think it's a bug since it wouldn't make sense to find a chest embedded in stone (but it would be funny to find ships spawn at Y=120 a little more often than usual).
Related to
MC-126066I checked a little bit more and I noticed that it wasn't the water that caused the block updates, and I saw floating sand and gravel adjacent to water sources. I must have been a little hasty. Because the water does not cause updates to caves like it says in the report, this should be resolved as "Cannot Confirm"
I made a further edit explaining that this was "fixed" in bedrock edition, and I also greatly summarized the bug report while making it more specific.
Edit: It turns out that the bedrock edition "fix" is actually a bug, but still. snow, podzol, and grass should not generate under overhangs.
It's probably intended. Mesa biomes before and after 1.2.13 have had a layer of terracotta (clay) that stops under overhangs that are thick enough. In the seed 2007427078 and at the coordinates 1957 67 -384, you will see terracotta under the overhangs of a mesa replacing red sand. The mesa biomes and the new ocean biomes in Java also have the same feature. Plus IMO it looks way better than having stuff like grass or podzol generate in places with no light or trees.
Also, this relates toMCPE-30612@TelepathicGrunt
I do agree that it could look better by adding some moss or coarse dirt under the overhangs, and I also noticed that the change is actually a bug based on what the devs have said. The reason I said that it was "probably" intended is because I reported a bug for Java that shows grass generating in places with no light (
MC-105679) and I thought the "bug" you've reported here was the fix for it (before the devs said it was a bug. btw I don't read the bedrock edition changelogs because I usually report bugs for Java). Another thing to note is that I didn't report the bug that mesa and ocean biomes don't generate stuff under overhangs, because it's such an unnoticeable detail, that the devs almost guaranteed won't fix because "world generation can get crazy", so I went with the fact that grass generating under overhangs is a bug instead because it is way more noticable and weird.The floating mineshaft is caused by
MC-105035, and the strongholds have always generated like that. This means that this may also relate toMC-70705, which shows (intentionally) glitchy stronghold generation underground.Relates to MC-128686
Cannot Confirm. I stayed up for 1 and 1/2 hours and phantoms attacked me in my buffet world. You may have either gotten killed, had certain gamerules enabled, or you were not exposed to the sky.
Edit: Don't forget that they only spawn and attack survival players.
Okay I fixed it. I changed the seed to 8 (and even used the seed command to check and it was 8). This should be easy to reproduce now.
To answer the question about whether mineshafts generate through ravines, they do, but only when they are not exposed to direct sunlight. As I showed in
MC-105035, the mineshafts bridge will generate anywhere with at least one block above it, but the supports and the chest minecarts will not and the mineshaft bridge will instead leave floating cobwebs.Relates to
MC-128869Can be more easily reproduced by using the seed 5588675471765120202 and teleporting to the nearest monument (-1440 80 -800) in a deep iceberg ocean buffet world. There you will find a more extreme example of the bug.
This is probably caused by a feature in icebergs biomes that allows polar bears to spawn on regular ice.
Just to add some information to this post: The "flooded" caves and the "smooth" icebergs generate floating due to the fact that they are ignoring the sea level of the area (I would expect the flooded caves to generate at level with the sea level, but since there is no sea, they should generate without water. For the "smooth" icebergs, I would say they should generate at a consistent level with the "rough" icebergs).
Another thing is that "rough" icebergs generate stuck to the void, but many other structures like ruins, shipwrecks, igloos, jungle temples, and any other structure that usually generates on the sea/ground will treat the void as if it were the ground (except woodland mansions), so the structures may generate in the void and be cut off at a certain point.
For this post, I would say that this falls under the first problem I mentioned, since the screenshots show mostly "smooth" icebergs and "flooded" caves generating in mid-air. The problem with "rough" icebergs, shipwrecks, ruins, jungle temples, and igloos generating attached to the void is a different problem.
(In case you don't know the difference between "smooth" and "rough" icebergs, the second screenshot shows the more random "rough" iceberg, and the fifth screenshot shows the "smooth" icebergs.)
The intended feature is that your spawnpoint is set at a grass block, but for some reason the end buffet generation ignores valid spawn points despite there being grass everywhere, and you may spawn nowhere near that point.
It works fine for me. As the devs have said, the warm ocean biomes will only generate within the lukewarm ocean biomes, but the warm oceans do not generate in every lukewarm ocean biome. In my experience they generate uncommonly, but definitely not how you described it. Considering that mushroom biomes are much rarer than warm oceans (and even icebergs), I think the rate that uncommon ocean types generate is intended and just fine.
Oh, and also I think the reason your report was resolved as a dupe anyway is probably because it would have been resolved as WAI anyway.
Duplicate of
MC-122428In a very glitchy way, the dolphins and guardians actually do try to go for water, but only if they are one block away from the water. Otherwise the guardians move around randomly and the dolphins just flip around and then die in my experience.
Duplicate of
MC-129233This is also confirmed for 18w19a because the skeletons (that now sink) will still swim unusually fast, which also makes this bug more noticeable.
Duplicate of
MC-129233I think it's kind of glitchy that you could place a turtle egg inside your hitbox.
Edit: I am talking about the hitbox of the eggs getting bigger an going into your hitbox when you place a turtle egg. If you weren't able to place a turtle egg inside another when your hitbox is colliding, this specific bug would be fixed because there would be no possible way to glitch inside the turtle eggs without using other bugs.
I think it's because dolphins can't support their weight on land, but I still agree that they die way too fast.
Edit: I noticed that they changed the dolphin suffocation rate from 10 seconds to 2 minutes, which makes a lot more sense. Thanks for fixing that devs!
Can confirm for 18w19b. I have noticed that dolphins will only jump in a pool of at least 6 by 6, but they attempt to jump way too far from the pool (2-3 blocks off average). I have also noticed that sometimes when they attempt to jump over blocks, they will sometimes jump to the side by a small angle instead of jumping directly to their destination.
Can confirm in 18w19b for fish and guardians. The guardians pathfind a little strangely, but when they get near walls while in a large pool half a block deep, they sometimes "dance" and make flopping noises as if they weren't in the water.
I also can confirm this for nether buffet worlds (below Y:60) as well.
Can also confirm for nether buffet worlds, with the only difference being that "rough" icebergs generate at Y:64 instead of at the lowest sea level.
This probably relates to
MC-2208since part of the problem is that you can place eggs inside your hitbox.Relates to
MC-129358(which does not mention the fog glitch)Considering that this report doesn't give much information to differentiate from
MC-127109, I say it is not different in any way.Can confirm (for 18w19b) because a couple days ago I tried to see what it would look like for a skeleton trap to slowly sink underwater and how underwater skeleton mounts will react, then I noticed that skeleton traps don't spawn at all.
It might be an intended feature, because it is a thing on the bedrock edition.
I think the developers did that so that the sun doesn't appear in the void. Based on the resolution of
MC-45044, this is probably not intended. Even if this is actually a feature, it is ugly, pointless, and definitely should be removed.Can confirm for 18w19b. This only applies to oceans that are colder than the "normal" ocean. Water fog in cold and frozen oceans is not indigo even though the surface of the water in those biomes is that color, which is inconsistent.
Duplicate of
MC-129738Cannot Reproduce. Fish spawns seem to work just fine in rivers and oceans.
Also relates to
MC-89985Relates to MC-128329
Can Confirm, though I think it's intended because the thrown trident is a projectile, like an arrow. For example, arrow strength is only affected by arrow velocity and the "power" enchant on the bow, but the strength buff will not affect arrow damage.
Most of this duplicates
MC-129358, but the part about the flowing water having weird fog isMC-129486Edit: fixed a typo
Yes, I confirmed that it still happens in 18w20c, and I also noticed that this usually happens when a ghast shoots fireballs from far away.
Works as intended: The interaction between prismarine and the conduit creating particles is supposed to be similar to the particle interaction between bookshelves and the enchantment table (only these connections aren't vertical unlike the conduit).
If I understand this correctly, this is a duplicate of
MC-102606It makes sense anyway since the obscured sky during thunderstorms shows actual "particle collision" producing electricity that can be used by the enchanted trident, instead of just being a mere aesthetic feature.
Can Confirm. It would sound a lot better if pufferfish made sound when puffing up on mobs like they should.
Cannot Confirm. For me, the animals run around in the same way they did in 1.12. I think your game was lagging quite a bit due to the new world generator.
Duplicate of
MC-128690