hkniberg
- hkniberg
- hkniberg
- Europe/Stockholm
- Yes
- No
When you open a crafting table and use the recipe book, and click on a non-craftable recipe, the client crashes. Repeated the bug twice on a fresh new world, and on two different PCs.
Attached screenshot (from just before the crash), and crash report.
How to repeat:
1) Create a new survival world
2) Chop some wood and build a crafting table
3) Open the crafting table
4) Click on a non-craftable item, for example a fence
5) Client crashes
Bug doesn't exist on 1.12, just 1.13-pre2 (don't know about pre1).
Recipe book works fine for craftable items.
When you open a crafting table and use the recipe book, and click on a non-craftable recipe, the client crashes. Repeated the bug twice on a fresh new world, and on two different PCs.
Attached screenshot (from just before the crash), and crash report.
How to repeat:
- Create a new survival world
- Chop some wood and build a crafting table
- Open the crafting table
- Click on a non-craftable item, for example a fence
- Client crashes
Bug doesn't exist on 1.12, just 1.13-pre2 (don't know about pre1).
Recipe book works fine for craftable items.
Stack trace:
h: Rendering screen at cwe.a(SourceFile:822) at cit.c(SourceFile:816) at cit.a(SourceFile:379) at net.minecraft.client.main.Main.main(SourceFile:144) Caused by: java.lang.NullPointerException at col$a.c(SourceFile:109) at col.a(SourceFile:70) at coo.a(SourceFile:306) at cnm.a(SourceFile:83) at cwe.a(SourceFile:796) ... 3 more
Ping hkniberg
Then, why did you mark it as affected in 20w07a and 20w08a?
hkniberg, can you confirm that this has been fixed in 20w07a for all the cases mentioned above?
you said MC-172508 is the same report. I was checking that one instead of my report and I saw a comment on that report from
"Please split into separate bugs with specific titles.
I cannot repro the slab one. Please verify if it is an issue in the latest snapshot."
That bug report includes all kinds of different bugs about hoglins but mine only includes "pathfinding through trapdoors" bug. As the developer said mine is split and it also affects the latest snapshot (pre-release 6).
I hope it can be fixed. If I'm doing something wrong or understood something incorrectly, I'm sorry about it. I only want this bug to be fixed.
Judging by the screenshot provided by hkniberg, I've managed to encounter something similar in 21w19a, therefore I do not believe that this issue has been fixed in this version. You can see this through the use of the following seed + coordinates.
Seed: 7322373498288204599 Coordinates: /execute in minecraft:overworld run tp @s 31141.57 22.05 -1131.92 147.58 25.48
This issue is quite simple. Compared to the latest experimental snapshot, the terrain generation is a less extreme and hilly throughout certain areas in 21w37a. This is especially noticeable with the new jagged peak generation, which experienced drastic decreases in size and altitude as well as less cohesive placement. To an extent this also applies to the caves, which somewhat changed in orientation and no longer form any size-able entrances or extreme interactions with the surface. Note that this issue is valid as hkniberg stated that no changes to world generation were made intentionally, but are rather outcomes of changes to the underlying tech to allow for the porting of these features to regular snapshots. He also tweeted out asking the community to report such mismatches and downgrades in the bug tracker in order to help them get the terrain to match Experimental Snapshot 7 as closely as possible.
How to reproduce: Open up a world on Experimental Snapshot 7. Copy the seed and load it up on 21w37a, then explore and compare the differences.
Expected Results: Terrain in 21w37a should fundamentally match Experimental Snapshot 7 terrain, with few less noticeable exceptions.
Actual results: Terrain is highly nerfed in terms of elevation and jaggedness throughout various locations.
DISCLAIMER: None of the images of terrain generation present here have been found or created by me. They are from Twitter accounts who tested the snapshots and publicly shared what they found. ALL CREDIT GOES TO THEM. Please also feel free to test for yourself and share your findings on this issue. Images can really help.
I'd just like to shed some light on this tweet from hkniberg as I feel it has some kind of relevance here.
And a Mojang Studios developer, hkniberg, made this tweet from August 2021 responding to a question about microbiomes:
Microbiomes weren't added intentionally, they are a side effect of the new way of placing biomes. We get more natural variation but it is a bit harder to control the biome sizes, especially the minimum size.
So this is likely more of a "Can't Fix" rather than the resolution currently set to.
This "Works As Intended". See this tweet from hkniberg.


























This is a deliberate design decision. Undead horses are OK with being ridden (with some reluctance), but they don't accept being owned, and definitely won't accept being leashed.
Strange, when I test the mobs turn their heads. Can you attach a video?
We can't reproduce this in a way that differs from 1.13.2. Can you attach a save that illustrates how cows drop steak in 1.13.2 vs raw meat in 1.14?
Fixing this causes
MC-147681, which is worse, so we leave this one for now.We're finalizing a fix for parrots and bees, but that won't fix bats or phantoms. So I suggest we split this issue.
Fixed for parrots and, to some extent for bees. We decided to let bees be a little clumsier than parrots, so bees will still stumble into lava sometimes, while parrots should be pretty good at avoiding it now.
Having trouble reproducing this. Does anyone have more specific repro steps? Or a video? Or a saved world right before or after the problem happened? That would help a lot.
Piglins like to decide for themselves what to ride or not
Mischievous indeed!
Fixing for clock, bell, light pressure plate, and glistering melon.
Gold nuggets will be picked up, but not admired (too small to distract the piglins)
Actually it works without having to click again, just takes time. Will consider shortening the time, or at least having hearts show that breeding is in progress.
The hoglins are turned off by the smell of the warped fungi, not the appearance.
works as intended for now (although we might revisit this)
Piglins don't know how to use bows. Same as with zombies.
I tried reproducing it, seems to work, at least when upgrading from 1.15.2. After next snapshot, please test 1.15.2 -> latest snapshot, if the problem still persists please reopen (with repro steps). If the problem is only for 20w07a then we can ignore it.
You don't need to right-click again, you just need to wait. They are slow breeders.
Hoglins are supposed to be tough. We've done a bunch of minor tweaks for the next snapshot (20w12a), including attack range. But for now we will consider this WAI.
Yes, it is changed. We are tweaking the attributes of piglins & hoglins fairly regulary now. That in itself is not a bug, so I'm closing this.
We are tweaking the speeds and will likely continue doing so over the next snapshots.
This is intended. Som portals create air pockets, others are completely buried.
OK we changed our minds about this. Piglins should indeeded be able to ride things like minecarts and boats. Fixing this now.
The correct behavior is that hoglins shouldn't flee from zoglins.
It should be blackstone, and has been fixed in bedrock.
Ruined portals are ancient structures, The portal itself would not have been built under lava, so if the portal (and associated chest) is under lava that means there wasn't lava there at the time it was built.
Thx, that last comment helped me fix the bug
We'll update Java to match
I think this is fixed. If not, please reopen.
Confirmed the non-escaping pigs/cows thing on 20w22a. So that problem has nothing to do with the gamerules that were introduced later. There is a separate ticket for that:
MC-187478I can't reproduce the iron golem bug, please make a new ticket in that case.
Please split into separate bugs with specific titles.
I cannot repro the slab one. Please verify if it is an issue in the latest snapshot.
Is this still a problem in the latest prerelease? If so please reopen and provide clear repro steps.
Please reopen if this is still present in the latest prerelease.
MrPhantomEyez could you provide a download link for that world?
Can't repro this is prelease 5. If it is still an issue please reopen with a clear repro case.
Thanks MrPhantomEyez, that did it! I was able to repro the case and find the root cause. Fix is on the way. Good job!
Thanks, that was a very useful test world. Think I found and fixed the bug, stay tuned.
This bug report is a number of things rolled into one.
Hoglins are supposed to despawn. Unless you've bred them, in which case both the parents and offspring become persistent. I've verified that this works. If not, please make a new ticket.
Initially set to Works as Intended because we thought it was a rare occurence, and hence OK. Turns out it happens quite often, so we're fixing it.
Marc-André, please note that the community wiki does not decide how the game is intended to work.
Hoglins don't spawn in peaceful, Piglins do. And that is the intended behavior.
They get stuck for a while, then they move away, and maybe come back later. Not great, but works as intended for now.
Anvils and falling dripstone are not intended to work the same, so please separate these. Also, falling dripstone is only supposed damage living entities.
Wow that was fast
This is not specific to stalagmites. Same thing happens with lanterns, bamboo, dandelion, and probably a bunch of other blocks of the same size. So please rephrase it as a shulker issue.
Walking or jumping up on a stalagmite is not supposed to cause damage. Standing on a stalagmite and jumping up and down should hurt, plus jumping down onto a stalagmite from a higher position. But in general, both mobs and players should be able to walk around on top of stalagmites without getting hurt.
I think this is fixed. Either that, or I failed to repro it.
Dripstone tips should not drip at all when waterlogged, so if they still do please reopen.
When reproducing this I noticed the same problem with other blocks (such as stone), so please rephrase this to not be dripstone specific.
We actually want them to be biased towards one direction, since it would look weird to have multiple columns in the same room leaning in opposite directions.
We're changing so that sneaking doesn't affect tilting at all.
This is closed because it represents an opinion more than a bug. We might still improve it (aquifers are still in early development) but we don't want keep open Jira tickets for things like this.
On a more important note: accusations of laziness are not helpful or constructive. Neither are opinions about what should be easy or what should be the "correct" solution.
Design is all about tradeoffs. If a design doesn't seem optimal it may be because we made a tradeoff to avoid some other problem, or because the problem is non-trivial and we have decided to focus on other more important things first.
We welcome feedback, but keep it constructive and respectful. And keep in mind that WAI doesn't necessarily mean we won't improve it. It just means we don't want to set that expectation.
This bug has nothing to do with aquifers, so I renamed it.
This is useful input. But the diagram was not intended to be exact (the title says "Approximate ore distribution"). We may tweak these ranges in the future, once we have mountains to test with. But for now this works as intended.
Cannot reproduce this, but could use some help testing.
This is probably just a matter of perception. The seeds have a changed a bit. The general terrain elevation is the same, so plateaus and rivers and such should be in the same general locations. But the detailed terrain shape is different (the 3d noise), so jaggedness and overhangs and peaks will be different. Some areas will be more jagged & extreme in experimental snapshot 7, other areas will be more jagged and extreme in 21w37a.
I think what happened here is that people are revisiting known locations from experimental snapshot 7 with dramatic & extreme terrain, and finding that they just look less dramatic on 21w37a, which is statistically likely. That should go both ways. If you find some dramatic terrain in 21w37a and visit those in experimental snapshot 7, the same location in experimental snapshot 7 is likely to be less dramatic.
To test this properly, you need to visit a number of new random locations on both versions and compare. On average the extremeness of the terrain should be similar - sometimes more dramatic on one version, sometimes more dramatic on the other. If not, let us know!
Note that Groves currently don't generate trees (
MC-236698) which will be fixed for next snapshot. This may contribute to the feeling of less interesting terrain.Wave to the panda

If this is still an issue in 21w44a please provide updated seed & coords.
Thanks for finding an example. This example is a floating aquifer. With the current aquifer implementation that will happen sometimes when a small aquifer coincides with a large cave. As long as it is fairly rare we will most likely not fix this.
Panda trying hard to hide in the jungle.

This is still a bug though. The portal shouldn't generate under the netherrack. The cause seems to be that the portal is right on the border of two biomes, and they are fighting over which type of portal it should be.
This is an old issue that is a lot more common in 1.18 because of the terrain.
This is specific to savanna, since those farms follow the terrain, thus exposing the water. The water doesn't tick at first, so it just hangs there. But then once the crop ticks it causes the water flow, causing savanna villages in hilly terrain to be overrun with waterfalls.
sigh... fixing it again
Since 21w40a surface biomes can no longer be on top of other surface biomes, so I suspect this isn't an issue any more.
This bug is fixed now I think. The random holes are a separate issue, can confirm that. I suggest making a separate ticket for that.
Large ore veins are large on average. But only on average, so sometimes you will be unlucky and encounter an extra small one. Similarly, you could get lucky and encounter an extra large one.
Is this still an issue? If so please provide an updated repro case.
I believe this is fixed. If not please reopen and provide an updated repro case.
Thanks. I managed to repro it myself also. I agree it is hard to repro in a consistent way right now. But now we at least know the bug still exists.
Turns out this actually isn't a duplicate.
We moved the snow level higher in C&C part II because of the higher terrain. In 1.17 mountain biome the rain becomes snow at around y100 and above. In 1.18 that is moved up to around y130.