jf_bn
- jf_bn
- JIRAUSER749918
- Europe/Stockholm
- Yes
- No
[DUPLICATE] Sculk sensors don't detect block changes caused by hoppers
Duplicate of
MC-261261
When interacting with a chiseled bookshelf, a nearby sculk sensor will detect a block change. However, the skulk senor won't detect a block change when hoppers interact with the chiseled bookshelf.
What I expected to happen was...:
The sculk sensor detects the book being added / removed by the hopper above / below.What actually happened was...:
Nothing happened.Steps to Reproduce:
1. Place a skulk senor.
2. Place a chiseled bookshelf in range of the sculk sensor
3. Place a hopper facing downwards on top of the bookshelf.
4. Put any book inside the hopper ---> the skulk sensor doesn't activate.
( 5. ) Put any book directly into the chiseled bookshelf ---> the skulk sensor activates.
Duplicate
ofMC-261261
When interacting with a chiseled bookshelf, a nearby sculk sensor will detect a block change. However, the skulk senor won't detect a block change when hoppers interact with the chiseled bookshelf.
What I expected to happen was...:
The sculk sensor detects the book being added / removed by the hopper above / below.What actually happened was...:
Nothing happened.Steps to Reproduce:
1. Place a skulk senor.
2. Place a chiseled bookshelf in range of the sculk sensor
3. Place a hopper facing downwards on top of the bookshelf.
4. Put any book inside the hopper ---> the skulk sensor doesn't activate.
( 5. ) Put any book directly into the chiseled bookshelf ---> the skulk sensor activates.Duplicate -
MC-261261
When interacting with a chiseled bookshelf, a nearby sculk sensor will detect a block change. However, the skulk senor won't detect a block change when hoppers interact with the chiseled bookshelf.
What I expected to happen was...:
The sculk sensor detects the book being added / removed by the hopper above / below.What actually happened was...:
Nothing happened.Steps to Reproduce:
1. Place a skulk senor.
2. Place a chiseled bookshelf in range of the sculk sensor
3. Place a hopper facing downwards on top of the bookshelf.
4. Put any book inside the hopper ---> the skulk sensor doesn't activate.
( 5. ) Put any book directly into the chiseled bookshelf ---> the skulk sensor activates.
When you cancel the animation of a trident by letting go of the right mouse button, a nearby sculk sensor will detect an item interaction even though you don't throw the trident. This also works with bows by switching to a different slot. The skulk sensor only gets triggered when switching slots / letting go of right-click, it does not trigger from initially starting to hold down right-click.
What I expected to happen was...:
The animation of the bow / trident stops and the sculk sensor does not get triggered.What actually happened was...:
The sculk sensor detects an item interaction.Steps to Reproduce:
1. Place down a sculk sensor.2. Start holding down right-click with a trident in your selected slot. --> The sculk sensor does not detect anything.
3. Let go of right-click before the animation of the trident finishes. --> The sculk sensor detects an item interaction, but the trident didn't get thrown.*
OR{*}2. Be in creative mode or have some arrows in your inventory
3. Start holding down right-click with a bow in your selected slot. --> The sculk sensor does not detect anything.
4. Use the scroll wheel of a hotkey to switch to a different slot while still holding down right-click --> The sculk sensor detects an item interaction, but the bow didn't shoot.
When you cancel the animation of a trident by letting go of the right mouse button, a nearby sculk sensor will detect an item interaction even though you don't throw the trident. This also works with bows by switching to a different slot. The skulk sensor only gets triggered when switching slots / letting go of right-click, it does not trigger from initially starting to hold down right-click.
What I expected to happen was...:
The animation of the bow / trident stops and the sculk sensor does not get triggered.What actually happened was...:
The sculk sensor detects an item interaction.Steps to Reproduce:
1. Place down a sculk sensor.2. Start holding down right-click with a trident in your selected slot. --> The sculk sensor does not detect anything.
3. Let go of right-click before the animation of the trident finishes. --> The sculk sensor detects an item interaction, but the trident didn't get thrown.OR
2. Be in creative mode or have some arrows in your inventory
3. Start holding down right-click with a bow in your selected slot. --> The sculk sensor does not detect anything.
4. Use the scroll wheel of a hotkey to switch to a different slot while still holding down right-click --> The sculk sensor detects an item interaction, but the bow didn't shoot.
When you cancel the animation of a trident by letting go of the right mouse button, a nearby sculk sensor will detect an item interaction even though you don't throw the trident. This also works with bows by switching to a different slot. The skulk sensor only gets triggered when switching slots / letting go of right-click, it does not trigger from initially starting to hold down right-click.
What I expected to happen was...:
The animation of the bow / trident stops and the sculk sensor does not get triggered.What actually happened was...:
The sculk sensor detects an item interaction.Steps to Reproduce:
1. Place down a sculk sensor.2. Start holding down right-click with a trident in your selected slot. --> The sculk sensor does not detect anything.
3. Let go of right-click before the animation of the trident finishes. --> The sculk sensor detects an item interaction, but the trident didn't get thrown.OR
2. Be in creative mode or have some arrows in your inventory
3. Start holding down right-click with a bow in your selected slot. --> The sculk sensor does not detect anything.
4. Use the scroll wheel ofa hotkey to switch to a different slot while still holding down right-click --> The sculk sensor detects an item interaction, but the bow didn't shoot.
When you cancel the animation of a trident by letting go of the right mouse button, a nearby sculk sensor will detect an item interaction even though you don't throw the trident. This also works with bows by switching to a different slot. The skulk sensor only gets triggered when switching slots / letting go of right-click, it does not trigger from initially starting to hold down right-click.
What I expected to happen was...:
The animation of the bow / trident stops and the sculk sensor does not get triggered.What actually happened was...:
The sculk sensor detects an item interaction.Steps to Reproduce:
1. Place down a sculk sensor.2. Start holding down right-click with a trident in your selected slot. --> The sculk sensor does not detect anything.
3. Let go of right-click before the animation of the trident finishes. --> The sculk sensor detects an item interaction, but the trident didn't get thrown.OR
2. Be in creative mode or have some arrows in your inventory
3. Start holding down right-click with a bow in your selected slot. --> The sculk sensor does not detect anything.
4. Use the scroll wheel or a hotkey to switch to a different slot while still holding down right-click --> The sculk sensor detects an item interaction, but the bow didn't shoot.
When there is a falling block and a normal block in fog, the
entitycan be seen and the block is invisibleWhat I expected to happen was...:
The falling block and the normal block are either both visible or invisible.What actually happened was...:
The falling block was visible, but the block was not.Steps to Reproduce:
1. Make a 1x1 block tower out of sand that goes to build height.
2. Break the bottom block.
3. Look at the place where the tower goes into the fog in the sky.When there is a falling block and a normal block in fog, the falling block can be seen and the block is invisible
What I expected to happen was...:
The falling block and the normal block are either both visible or invisible.What actually happened was...:
The falling block was visible, but the block was not.Steps to Reproduce:
1. Make a 1x1 block tower out of sand that goes to build height.
2. Break the bottom block.
3. Look at the place where the tower goes into the fog in the sky.
Put your operating system (Windows 7, Windows XP, OSX) and Java version if you know it here
Duplicate -
MC-248689
When there is a falling block and a normal block in fog, the falling block can be seen and the block is invisible
What I expected to happen was...:
The falling block and the normal block are either both visible or invisible.What actually happened was...:
The falling block was visible, but the block was not.Steps to Reproduce:
1. Make a 1x1 block tower out of sand that goes to build height.
2. Break the bottom block.
3. Look at the place where the tower goes into the fog in the sky.
[DUPLICATE] Falling blocks can be seen further through fog than blocks
I can confirm for 1.20.2-rc, it doesn't work on 1.20.1.
Other affected keys are:
f3 (to toggle f3 menu)
some f3 + [key] options
the f3 + f4 menu resumes the game immediately*
open chat/command key
inventory key
all hotbar slot 1-9 keys
*for some reason, resuming the game in this way doesn't have this issue
press f3 + esc, then q, then esc: the item drops
press f3 + esc, then q, then f3 + f4: game resumes, but the item doesn't drop