Joeri
- j03ri
- j03ri
- Europe/Stockholm
- Yes
- No
Confirmed for 16w21b
Confirmed for 1.11-pre1
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
*"Schermopname (40)" shows the nether wart advancement.
"Schermopname (41)" shows that the nether wart advancement is overlapped by a beacon advancement. *I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
- "Schermopname (40)" shows the nether wart advancement. *
- "Schermopname (41)" shows that the nether wart advancement is overlapped by a beacon advancement. *
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
- "Schermopname (40)" shows the nether wart advancement. *
- "Schermopname (41)" shows that the nether wart advancement is overlapped by a beacon advancement. *
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
*'Schermopname (40)' shows the nether wart advancement. *
*'Schermopname (41)' shows that the nether wart advancement is overlapped by a beacon advancement. *
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
*
'Schermopname (40)'shows the nether wart advancement. *
*'Schermopname (41)'shows that the nether wart advancement is overlapped by a beacon advancement. *
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
*Schermopname (40) shows the nether wart advancement.**Schermopname (41) shows that the nether wart advancement is overlapped by a beacon advancement.*I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
Schermopname (40) shows the nether wart advancement.
Schermopname (41) shows that the nether wart advancement is overlapped by a beacon advancement.
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
^{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}^
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
^{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}^I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
"display":Unknown macro: { "icon"},
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": [Unknown macro: { "item"}]
}
}
}
}
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
"display":Unknown macro: { "icon"},
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": [Unknown macro: { "item"}]
}
}
}
}I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
^ "display": {^
^ "icon": "minecraft:glass_bottle",^
^ "title": "Brew a Potion",^
^ "frame": "challenge"^
^ },^
^ "parent": "minecraft:nether/get_netherwart",^
^ "criteria": {^
^ "potion": {^
^ "trigger": "minecraft:inventory_changed",^
^ "conditions": {^
^ "items": [^
^ {^
^ "item": "minecraft:potion"^
^ }^
^ ]^
^ }^
^ }^
^ }^
}
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
^ "display": {^
^ "icon": "minecraft:glass_bottle",^
^ "title": "Brew a Potion",^
^ "frame": "challenge"^
^ },^
^ "parent": "minecraft:nether/get_netherwart",^
^ "criteria": {^
^ "potion": {^
^ "trigger": "minecraft:inventory_changed",^
^ "conditions": {^
^ "items": [^
^ {^
^ "item": "minecraft:potion"^
^ }^^]^
^}^
^}^
^}^}I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle:
{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle: The parent shows that the beacon is not the previous tier
{
{ "icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" }
"display":,
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}
I was testing the new advancements and I noticed something. I wanted to make it so there are 3 different stages to making a beacon. First layer (normal), second layer (2 high + beacon on top) and so on.
There are advancements that overlap other advancements because the game doesn't know where to put it otherwise.
When a advancement branches out into 3 other advancements it will place one right next to it and the other two above and below it. It ignores that advancement that is below/above it.
''Schermopname (40)'' shows the nether wart advancement.
''Schermopname (41)'' shows that the nether wart advancement is overlapped by a beacon advancement.Let's look at the file that makes the glass bottle: The parent shows that the beacon is not the previous tier
{
{
"display":"icon": "minecraft:glass_bottle", "title": "Brew a Potion", "frame": "challenge" },
{ "item": "minecraft:potion" }
"parent": "minecraft:nether/get_netherwart",
"criteria": {
"potion": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": []
}
}
}
}
So I am killing the Endermen at my Enderman Farm. I repair my tools using the mending enchantment. But what I noticed is that the damaged tool repairs slower if you have an armor piece/tool (offhand) equipped.
_You notice the tool bouncing down, once you collect a experience orb?That's when the NBT data changes/durability value increases.You can also look at the durability tooltip after pressing F3+H._1. Put armor on with mending on all pieces.
2. Hold a tool with mending in one hand and a damaged tool in the other.
3. Pickup experience and see that the damaged tool does not absorb the experience every time.4. Clear your inventory. Only having that damaged tool in your hand.
5. Pickup experience and see that every orb gets absorbed into the damaged tool.1-3 show that some experience not absorbed by the damaged tool gets stored in the xp-bar.
4-5 show that all experience gets absorbed into the tool.What is the bug here?
Damaged items not absorbing every orb with other mending pieces equipped? OR
Damaged items will always absorb xp when no other items with mending equipped?So I am killing the Endermen at my Enderman Farm. I repair my tools using the mending enchantment. But what I noticed is that the damaged tool repairs slower if you have an armor piece/tool (offhand) equipped.
You notice the tool bouncing down, once you collect a experience orb?
That's when the NBT data changes/durability value increases.
You can also look at the durability tooltip after pressing F3+H.1. Put armor on with mending on all pieces.
2. Hold a tool with mending in one hand and a damaged tool in the other.
3. Pickup experience and see that the damaged tool does not absorb the experience every time.4. Clear your inventory. Only having that damaged tool in your hand.
5. Pickup experience and see that every orb gets absorbed into the damaged tool.1-3 show that some experience not absorbed by the damaged tool gets stored in the xp-bar.
4-5 show that all experience gets absorbed into the tool.What is the bug here?
Damaged items not absorbing every orb with other mending pieces equipped? OR
Damaged items will always absorb xp when no other items with mending equipped?
There is no section for the amount of withers killed or enderdragons killed.
For example;Blaze
You killed 176 Blaze_You have never been killed by Blaze_There should be;
Wither
You killed 13 Wither
You have never been killed by Wither
,
Ender Dragon
You killed 11 Ender Dragon
You have never been killed by Ender DragonThere is no section for the amount of withers killed or enderdragons killed.
For example;Blaze
You killed 176 Blaze
You have never been killed by BlazeThere should be;
Wither
You killed 13 Wither
You have never been killed by Wither
,
Ender Dragon
You killed 11 Ender Dragon
You have never been killed by Ender Dragon
Try to reproduce this in 1.14-pre5. 1.12.2 is an outdated version.
Doesn't occur anymore. Either it was a personal problem or it was fixed in a future version. Cannot confirm for 1.14-pre4














Or cloud level
still not fixed
Confirmed for 1.9
confirmed for 1.9.1-pre1
confirmed for 1.9.1-pre3
Confirmed for Minecraft 1.9.1
Confirmed for 16w15a
Confirmed for 16w15b
Confirmed for 1.9.3-pre1
Confirmed in 16w21b
Confirmed in 1.10.1
Confirmed for 16w40a
Confirmed for 1.11-pre1
Maybe add the labels; animation and/or model ?
Confirmed for 1.11
Confirmed for 1.11
Confirmed for 1.11.1
This is not a suggestion or a feature. You can bind every key instead of LMENU. My forward key is LMENU on pc edition, and I can't play this version because of this.
Confirmed for 17w06a
Confirmed for 17w13a
Concrete powder has a shapeless recipe in 17w13a
Please change the title or something to Heads do not render, because all player heads do not render
Resolution: Fixed
Affects Version/s:
Minecraft 1.12 Pre-Release 1
Fix Version/s:
Future Version - 1.12+
So, it will be fixed in the next version or the full release
Confirmed for 17w16a, 17w16b, 17w17a, 17w17b, 17w18a, 17w18b, 1.12-pre1, 1.12-pre2 and 1.12-pre3
Confirmed for all 1.12 snapshots and 1.12-pre1, 1.12-pre2 and 1.12-pre3
Confirmed for 1.12-pre4 and 1.12-pre5
Skull still drop when using /fill and /setblock
Confirmed for 1.12-pre5
I see it
I think this is because of your own screen resolution, I don't have any problems!
Game Mode on a LAN server doesn't matter. You have to set 'Allow Cheats' to 'ON'.
When you do that, you can switch between gamemode 1 and gamemode 3 when pressing F3+N.
You can also type '/gamemode 3' when you opened your LAN server with cheats enabled.
This also happens in Single player, without opening LAN.
1.12-pre5
Maybe this will be fixed in 1.13. Because they are planning on giving every block/item its own id
Confirmed for every version up to 1.12-pre6
Confirmed for every version up to 1.12-pre6
Confirmed for 1.13-pre6
Disable your resourcepack and it should be fixed.
Well it is obstructed by slabs.
Please re-open, because on Java Edition you are able to bind Forward to LMENU/L-SHIFT, so it would be appropriate to have the same on Bedrock edition.
I think it has to check if there are enough block under it and no blocks covering the beam. Think of it as powering up.
Since you can now use glass for towering up redstone, I think it has been changes how glass acts as a block.
Try upgrading your world by erasing the cached data.
Confirmed for 1.14-pre5
Seems to be fixed in 1.15-pre1
Can confirm for 1.15-pre1, altough there are no items on the floor.
Have repeated this with different End Cities on different worlds.
Can confirm in 1.15-pre1