Nico
- kaenganxt
- kaenganxt
- Europe/Stockholm
- Yes
- No
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems to me, that sounds were computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
EDIT: It seems that it appears with all particles. Reproduce: Spectate an enderman and move the mouse, you will see the particles rotating.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems
to me,that soundswere computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.E
DIT: It seems that it appears with all particles. Reproduce: Spectate an enderman and move the mouse, you will see the particles rotating.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I had
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I had
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
I was in the world and did a middle mouse click on a block. Then my crosshair disappeared and there was a square in the middle of the screen with inverted colors.
Trying to restart the map and the game: No effectEDIT: Just recognizing I have a resourcepack installed(faithful). But at first, i had the right crosshair. So maybe it's nevertheless a Minecraft-Bug
When spawning a FallingSand entity with block type minecraft:leaves2 and this entity drops (if it falls e.g. on a flower) it creates an item with data 4 or 5 (acacia leaves: 4, dark oak: 5) totally ignoring the original given data.
Given 0, 4, 8, 12: Drops 4
Given 1, 5, 9, 13: Drops 5
Other data values are not summonable, which is correct.
Since data values 4 & 5 don't have item textures they show as an unknown block texture.
The normal leaves block (minecraft:leaves) works fine and always drops items with data ids 0 to 3 as expected.Reproduce:
Stand in a flower and do:/summonFallingSand~ ~1 ~ {Block:"minecraft:leaves2",Time:1}When spawning a FallingSand entity with block type minecraft:leaves2 and this entity drops (if it falls e.g. on a flower) it creates an item with data 4 or 5 (acacia leaves: 4, dark oak: 5) totally ignoring the original given data.
Given 0, 4, 8, 12: Drops 4
Given 1, 5, 9, 13: Drops 5
Other data values are not summonable, which is correct.
Since data values 4 & 5 don't have item textures they show as an unknown block texture.
The normal leaves block (minecraft:leaves) works fine and always drops items with data ids 0 to 3 as expected.Reproduce:
Stand in a flower and do:/summon minecraft:falling_block ~ ~1 ~ {Block:"minecraft:leaves2",Time:1}

Updated the report. Maybe it is nevertheless a minecraft-bug.