Icarus with Parachute
- icaruswithparachute
- icaruswithparachute
- Europe/Stockholm
- Yes
- No
Placing a boat in a narrow canal or on a water block adjacent to a solid block (which has air above it) causes the boat to move in a jittery manner when ridden. Upon disembarking, the player teleports back to the exact place where they got in the boat; the boat then becomes unresponsive to anything other than water currents or gravity. It can't be pushed, can't be ridden, can't be ignited for more than a barely visible flash, and can't be destroyed by hand, sword, explosions, lava or arrows (they go through it and become invisible, but they can be picked up from the wall behind the boat). The only way to destroy it, AFAIK, is dropping it into the Void.
Placing a boat in a narrow canal or on a water block adjacent to a solid block (which has air above it) causes the boat to move in a jittery manner when ridden. Upon disembarking, the player teleports back to the exact place where they got in the boat; the boat then becomes unresponsive to anything other than water currents or gravity. It can't be pushed, can't be ridden, can't be ignited for more than a barely visible flash, and can't be destroyed by hand, sword, explosions, lava or arrows (they go through it and become invisible, but they can be picked up from the wall behind the boat). The only way to destroy it, AFAIK, is dropping it into the Void.
Boats placed farther from the coast don't behave like this.
When viewed through a Charged Creeper's energy field, mobs (and
possiblyother entities) are completely invisible - except Creepers.When viewed through a Charged Creeper's energy field, mobs (and other entities, as well as Chests and Signs) are completely invisible. Applying Status Effect of Invisibility changes the effect: the energy field will render behind entities. This bug manifests under conditions difficult to determine; orientation and mob species appear to be important.
The glow surrounding the beacon beam is sometimes rendered behind certain tile entities (tested for banners, chests and signs). This occurs seemingly randomly; re-logging changes affected entities.
Picking blocks in Creative with enchanted tools in hand
Phantoms despawn near walls (invalid)
Sometimes, when they are near walls / colliding with walls, phantoms despawn without any discernible reason. So far, I experienced this only with south-facing walls, in Creative mode, below Y=16.
…in broad daylight. Never mind.
In the inventory, some blocks are lit from the top left side and some from the top right.
Left-lit blocks include:
- chests (plain, ender, trapped)
- fences and walls
- stairs
- mob heads (except player and zombie heads, which are completely black)
- beds
- shulker boxes
Also, item sprites and GUI elements are still shaded as if lit from the left side.
Everything else is lit from the right.
Icarus with Parachute that one is most likely intended, any block that is being broken displays "Block Breaking"/"Block Broken"








Isn't so. Basically it says that IF
MC-327is intended, enchanted tools shouldn't be overwritten by middle-clicking, which they are (just checked for 14w33c).[in response to a comment claiming this issue is a duplicate]
This has happened to me a few times, chiefly after minimizing Minecraft for a long time, with relatively heavy memory usage. Only relaunching the game fixed it.
I confirm. (1.8)
Confirmed in 1.8.8 and 15w43c.
Items are also shaded the same way regardless of the direction the item frame is facing (north/south or east/west).
If I may suggest a community fix (for 1.8.X)?
Zombie is breaking down a door ("Block broken").
On closer inspection, wooden logs, wooden planks, signs, fences, chests, workbenches and doors all display "Block broken" while breaking instead of "Block breaking".
Confirmed for 1.9.2.
Issue still present in 1.10.2.
Duplicate of
MC-91465.I've seen grass spread under nine meters of water (with no lighting bug either).
Observed in 18w16a.
I partly confirm for 18w16a. World generation doesn't make grass blocks snowy, weather does.
I think 4 pixels is a bit too narrow for this font. Here's my version (capital – small):

Confirmed for 18w50a.
Currently, the extra arrows are fired at
yaw: φ±10°, pitch: θ;
whereas the expected direction would be something like
yaw: φ±arctan(tan(10°)/cos(θ)), pitch: arctan(sin(θ) · cos(10°) / sqrt(sin²(10°)+cos²(10°) · cos²(θ)))
(where the actual angle of the shot is yaw: φ, pitch: θ). There doesn't seem to be a simpler form.