Koala_eiO
- Koala_eiO
- koala_eio
- Europe/Stockholm
- Yes
- No
Broken enchanting (13w36a)Broken enchanting (To lock ! Fixed in 13w36b)
I had villagers on my map in 1.6, and some trades available.
On the first screenshot you can see that I give an axe and I take back an enchantementaxe WITHOUT paying emeralds (and I should pay).Then, when trading unlocks the followind trade (created in 13w37b), you can see I have to pay emeralds to enchant this sword so it's alright.
(sorry for my english)
I had villagers on my map in 1.6, and some trades available.
On the first screenshot you can see that I give an axe and I take back an enchanted axe WITHOUT paying emeralds (and I should pay).Then, when trading unlocks the followind trade (created in 13w37b), you can see I have to pay emeralds to enchant this sword so it's alright.
(sorry for my english)
New generated trades (in 13w37b), even on the same NPC, seems to be working
I broke a block under a flower pot.
[b]What I expected :[/b]
Get back 1 flower + 1 pot.What happened :
Got back 2 flower + 1 pot.Steps to reproduce :
Place a pot and a flower inside, and destroy the block under it. (Destroying the pot itself won't cause any duplicating problem).
I broke a block under a flower pot.
[b]What I expected :[/b]
Get back 1 flower + 1 pot.What happened :
Got back 2 flower + 1 pot.Steps to reproduce :
Place a pot and a flower inside, and destroy the block under it. (Destroying the pot itself won't cause any duplicating problem).
- Description *
Hoppers don't work properly if they contain 2 types of item.
- What happened *
Let's put items (emeralds) in the hopper on the right.
- If the bottom hopper is empty : emeralds go in.
- If the bottom hopper has 1 slot with emeralds and 3 slots with snowballs : no problem.
- If the bottom hopper has 1 slot with emeralds and 4 slots with snowballs : it doesn't work anymore and all emeralds go in the chest.
So basically it breaks all the hopper filters players have made.
Description
Hoppers don't work properly if they contain 2 types of item.What happened
Let's put items (emeralds) in the hopper on the right.
- If the bottom hopper is empty : emeralds go in.
- If the bottom hopper has 1 slot with emeralds and 3 slots with snowballs : no problem.
- If the bottom hopper has 1 slot with emeralds and 4 slots with snowballs : it doesn't work anymore and all emeralds go in the chest.
So basically it breaks all the hopper filters players have made.
Description :
Hoppers don't work properly if they contain 2 types of item.What happened :
Let's put items (emeralds) in the hopper on the right.
- If the bottom hopper is empty : emeralds go in.
- If the bottom hopper has 1 slot with emeralds and 3 slots with snowballs : no problem.
- If the bottom hopper has 1 slot with emeralds and 4 slots with snowballs : it doesn't work anymore and all emeralds go in the chest.
So basically it breaks all the hopper filters players have made.
More screenshots and explanation :
From Fernando MK : http://imgur.com/a/BXF4L
What
itexpected to happen :
See the wheat uproot itself.What happened
It didn't.How to reproduce
Make a black room, till the dirt, plant a seed and update it (place a block aside, power it with redstone; change the light level (<9), etc).Note about affected versions
I guess the behavior of seeds changed in the first 1.7 snapshots.Sorry if I made mistakes, I'm not English
What I expected to happen :
See the wheat uproot itself.What happened
It didn't.How to reproduce
Make a black room, till the dirt, plant a seed and update it (place a block aside, power it with redstone; change the light level (<9), etc).Note about affected versions
I guess the behavior of seeds changed in the first 1.7 snapshots.Sorry if I made mistakes, I'm not English
What I expected to happen :
See the wheat uproot itself.What happened
It didn't.How to reproduce
Make a black room, till the dirt, plant a seed and update it (place a block aside, power it with redstone; change the light level (<9), etc).Note about affected versions
I guess the behavior of seeds changed in the first 1.7 snapshots.Sorry if I made mistakes, I'm not English
What I expected to happen :
See the wheat uproot itself.What happened :
It didn't.How to reproduce :
Make a black room, till the dirt, plant a seed and update it (place a block aside, power it with redstone; change the light level (<9), etc).Note about affected versions :
I guess the behavior of seeds changed in the first 1.7 snapshots.Impact on the game :
Wheat don't need anymore light to stay planted.
Farm based on turning off light don't work anymore.Sorry if I made mistakes, I'm not English
Killing a mob that has a rare drop, like Zombie Pigman or Wither Skeletons, you'll always get the item the mob drops as a rare drop.
Also, I doesn't have a link with Looting since you get the same result with unenchanted weapons or even by punching mobs.
Killing a mob that has a rare drop, like Zombie Pigman or Wither Skeletons, you'll always get the item the mob drops as a rare drop.
Also,
Idoesn't have a link with Looting since you get the same result with unenchanted weapons or even by punching mobs.Killing a mob that has a rare drop, like Zombie Pigman or Wither Skeletons, you'll always get the item the mob drops as a rare drop.
Also, it doesn't have a link with Looting since you get the same result with unenchanted weapons or even by punching mobs.
Context
I did a few tests today to see what would happen to the villagers born in 1.7 when switching to 1.8
All four farmers, smiths, librarians and butchers picked a profession and new 1.8 trades in addition to their old trades (no bug here).
But all my already unlocked priests were turned into clerics and lose their old trades. I don't really know why.This is clearly a bug since it only happens to these particular villagers.
+ How to reproduce +
Generate a world in 1.7, spawn some villagers, then reload this world in 14w06b and note that they all but priests kept their old trades
Priests born before 1.8 are turned into Clerics and lose their old trades when you play your world in 1.8 (14w06b actually)
Context
I did a few tests today to see what would happen to the villagers born in 1.7 when switching to 1.8
All four farmers, smiths, librarians and butchers picked a profession and new 1.8 trades in addition to their old trades (no bug here).
But all my already unlocked priests were turned into clerics and lose their old trades. I don't really know why.This is clearly a bug since it only happens to these particular villagers.
+ How to reproduce +
Generate a world in 1.7, spawn some villagers, then reload this world in 14w06b and note that they all but priests kept their old trades
Context
I did a few tests today to see what would happen to the villagers born in 1.7 when switching to 1.8
All four farmers, smiths, librarians and butchers picked a profession and new 1.8 trades in addition to their old trades (no bug here).
But all my already unlocked priests were turned into clerics and lose their old trades. I don't really know why.This is clearly a bug since it only happens to these particular villagers.
How to reproduce
Generate a world in 1.7, spawn some villagers, then reload this world in 14w06b and note that they all but priests kept their old trades
Edit : it doesn't seem to happen anymore.
* Context *
I put a saddle on a pig, then I gave him a nametag by right-clicking. This caused me to mount him and made disappear the nametag from my inventory. The pig was named.
* What happened *
By right-clicking a second time, the nametag came back in my inventory but the pig was still named.
* What I expected *
The nametag shouldn't have come back.
*Probable cause*It might be caused by a conflict between two actions lead by a one command (right click).
Also it looks like server protection. You know, when you place a block where you are not allowed to, the block seems consumed but you get it back when right clicking anywhere.* Note about affected version *
It happened in vanilla 1.7.2 but I couldn't choose it in the box above.
Context
I put a saddle on a pig, then I gave him a nametag by right-clicking. This caused me to mount him and made disappear the nametag from my inventory. The pig was named.
What happened
By right-clicking a second time, the nametag came back in my inventory but the pig was still named.
What I expected
The nametag shouldn't have come back.
+Probable cause +
It might be caused by a conflict between two actions lead by a one command (right click).
Also it looks like server protection. You know, when you place a block where you are not allowed to, the block seems consumed but you get it back when right clicking anywhere.Note about affected version
It happened in vanilla 1.7.2 but I couldn't choose it in the box above.
Context
I put a saddle on a pig, then I gave him a nametag by right-clicking. This caused me to mount him and made disappear the nametag from my inventory. The pig was named.
What happened
By right-clicking a second time, the nametag came back in my inventory but the pig was still named.
What I expected
The nametag shouldn't have come back.
+Probable cause +
It might be caused by a conflict between two actions lead by a one command (right click).
Also it looks like server protection. You know, when you place a block where you are not allowed to, the block seems consumed but you get it back when right clicking anywhere.Note about affected version
It happened in vanilla 1.7.2 but I couldn't choose it in the box above.
Context
I put a saddle on a pig, then I gave him a nametag by right-clicking. This caused me to mount him and made disappear the nametag from my inventory. The pig was named.
What happened
By right-clicking a second time, the nametag came back in my inventory but the pig was still named.
What I expected
The nametag shouldn't have come back.
Probable cause
It might be caused by a conflict between two actions lead by a one command (right click).
Also it looks like server protection. You know, when you place a block where you are not allowed to, the block seems consumed but you get it back when right clicking anywhere.Note about affected version
It happened in vanilla 1.7.2 but I couldn't choose it in the box above.
Please look at this video (0:24) : http://youtu.be/Xb8svuEoxHo
This report is a more accurate version of
MC-74392.
Hello!
When you walk on a piece of string facing North/South, you can see with the F3 menu that it gets the data value "powered: true" which is logical.
This should happen too when the string faces East/West but it does not. It stays in the state "powered: false" all the time.
Stringdoes not getpowered when facing East/West (North/South is fine)String gets stuck in the powered state when facing East/West (North/South is fine)
Hello!
When you walk on a piece of string facing North/South, you can see with the F3 menu that it gets the data value "powered: true" which is logical.
This should happen too when the string faces East/West but it does not. It stays in the state "powered: false" all the time.
Hello!
edit: currently writing,
Hello!
edit: currently writing,
Hello!
edit: alright I found a reason why the tripwire was acting weird. It's not a bug. Sorry, can be closed.
Hello!
edit: alright I found a reason why the tripwire was acting weird. It's not a bug. Sorry, can be closed.
It might be this little guy's hitbox being a big too big (see screenshot).
Hello!
edit: alright I found a reason why the tripwire was acting weird. It's not a bug. Sorry, can be closed.
It might be this little guy's hitbox being a big too big (see screenshot).
Hello!
Edit: alright I found a reason why the tripwire was acting weird. It's not a bug. Sorry, can be closed.
It might be this little guy's hitbox being a big too big (see screenshot).
Hello!
Edit:
alright I found a reason whythe tripwire was acting weird. It's not a bug. Sorry,can be closed.
It might be this little guy's hitbox being a big too big (see screenshot).Hello!
Edit: there was an invisible entity where the string is. I deleted it in MCEdit and now the triwpire works fine again. The ticket can be closed.



























Yes but mine gives a start of answer :
Mobs are placed in the world before walls/fences etc... so they can move a bit
Use it to make a wifi arrow giver
I had the same issue just now and I found your topic. -> Still the case in 1.5.1
I am having the same issue.
Moreover, i can't even see jump bar and the horse health.
Melon is affected by Fortune. The solution would be to craft a clay block with 9 clay and not 4 :s
Well, if you need 2 golden apple for each baby horse, your "Horse Update" won't be so appreciated...
Please put back wheat breeding... (sneak + right click while holding wheat could be a solution for controls)
An Easter egg ? XD
(F2 screenshot doesn't work anymore in menus)
Fixed this afternoon in 13w36b.
I finally found a duplicate, to lock please.
It happens when you try to trade a 1.6 generated trade when you're playing 13w37b.
I have the same issue.
New generated trades (in 13w37b), even on a 1.6 NPC, seems to be working
1 : A pot.
2 : Breaking pot with hands works normally.
3 : Breaking block under pot duplicates the tulip.
4 : Back to step 1, but I have 1 flower more !
I don't know if my tools have been repaired or if they don't show their durability anymore, but i've seen this bug too !
(Good night)
It's because of Windows 8!
I'm kidding
I confirm your confirmation !
@Thunder Remix
« Prediction: Bug not fixed in the official release, becomes marked as a 'feature' or overlooked. »
No they can't say this is a feature, it would be absurd from them... Duplicating little flowers with bonemeal would be logical, but not by breaking pots ^^
Still in 1.7.2 (official release)
I will edit my post and add your explanations and pictures !
And also I'll change a bit my title. I didn't know that it was broken even filling the hopper with the same type of item.
Actually I prefer your version; so if a mod can close my report and reopen Fernando MK's one, I think it is better !
There are screenshots here http://imgur.com/a/BXF4L and his ticket is more accurate since he has seen what was the real issue with hopper (not having an emply slot) whereas I didn't find something really clear but just that "hoppers are broken".
(By the way correct me if I make mistakes, I'm not English).
Added some screenshots.
Affects 1.7.4 release too.
The bug I reported is not the same one.
MC-19886is « Plants don't cause an update when the block beneath is broken/light level changed ».Mine is about plants not being updated by placing blocks around them and changing light level.
Not fixed in 1.7.4
The torch does not inflict in anyway the redstone signal.
Works as intended, the daylight sensor only reacts to... day light
An I think I've read in the Wiki that enclosed daylight sensors are meant to send an inverted redstone signal.
It's pretty annoying for my wheat farm based on light.
Affects 14w02b.
Affects 14w04a.
Affects 14w04a
It's pretty OP especially for wither skeletons
Thank you Grum
Edit : actually not fixed at all in 14w06a
I'll attach some screenshots
Great
Will it fix in the same time the problem of seeds not uprooting each other when updated, when lacking of light ?
Could a moderator reopen this issue please ? Or should I make a new post ?
Since
MC-19886was fixed in 14w06b and this bug is still here, it was wrongly considered as a duplicate.Since
MC-19886has been fixed today and this bug is still occuring, I think you've wrongly considered this one as a duplicate.Oh that's great !
How would it be intented for only one class ? Why just clerics ?
I mean, if it was really intented it would be every profession or none I guess.
I'm not sure but, maybe Mojang wanted the Priest and his enchanting bottles removed since all trades now give XP.
Also do you say "it appears to be as intended" because it hasn't been changed since the first 1.8 snapshot, or because Dinnerbone has a real willing (show me a tweet
) to do it this way ?
If they have never changed it, it may just be because their never noticed it.
I hope my English is understandable, not my first language
I'm glad you reported it (again)
I made a post a while ago about this bug, but it was wrongly considered as a duplicate of
MC-19886.As far as I remember it affects ALL the versions from 1.6.1 to 14w06b.
Ok thanks for explanations
A few weeks ago I read a tweet saying that old villagers would not be affected by 1.8, so even with the "stabilization" of cleric changes, I'm still conviced this is a bug.
Yay you taught me a new verb
Hey why did you consider it as "working as intended" ? :S
They didn't just got "Cleric" name in their GUI, they lose their old trades.
According to a topic I opened on Reddit, it seems I'm the only one who gets this bug.
I may do a few other tests tonight.
Then just use ~-2 instead of ~-1 ?
Galaxy_2Alex :
It is not intended because it has always been possible to uproot crops before. When 1.6 came out it started to not work properly, and finally in 1.7 crops lacking light are clearly not responding anymore to any kind of update (bonemealing, placing/removing a block, light update).
Does putting baby pets in minecarts prevent them from teleporting to us ?
Isn't it an omission ? They were working on anvil and forgot to put back the line of code removing penalties ?
Hmm « Confirmation Status: Community Consensus » ?
I guess I'll wait until it's official
Also take a look at
MC-48062This bug has been around for more than a year now :\ I think it is easy to fix though...
It is not broken, you had the enchantment expected.
The lapis-lazulli is not consumed since you are in creative.
@eklektoi :
if this is a bug in your opinion, have you also opened tickets for overworld mob farms, gold farms, endermen farms, squid farms, spawner-based farms ?
@The Uknown :
What is the issue with making a master book ? It works as intended
I think I know where this bug comes from.
In my experience pets actually obey their sit command, but they "stand up" a short amount of time when being pushed by other mobs. They teleport at this moment.
@Larry Blackburn :
Very interesting. It seems there is something missing in the code then.
Either Mojang need to allow them to spawn (just like squids or ocelots) and despawn, or delete that canDespawn thing (like farm animals).
So you want me to paraphrase a very short video in order for it to be valid?
Still an issue in 1.8.4. Please reopen.
The current behavior of pumpkins and Jack'o lanterns is even inconsistent with how melons are placed.
Still a bug in 1.8.8 and 15w31c. Can someone update the title as well? It's fireworks pushed out of loaded chunks that cause the client to crash.
I added a screenshot of a small machine that can be used to reproduce the bug.
I think Dragon's Breath should be considered the same way as any other ingredient by consistency, and should't give back a glass bottle.
For now when you use two dragon's breath in one brewing stand, a glass bottle pops out when the brewing is done.
Wheat seeds are very small.
I came here to report this and found this already existing report.
I never had issues before, but since 1.9 came out all my jump pads broke.
I think it has to do with NBTags. The crafted fireworks all share the same id, only the NBT dictates what color/effect is used.
When you run out of firework stars, you run out of NBT basically, but you still have enough gunpowder/paper to create "blank" fireworks.
There is quasi-connectivity involved for the left column.
I was going to open a ticket for the pumpkin stems issue and found this one.
That's weird because observers do detect a stem getting older. I thought observers detected all changes of block data?
Interesting! So that covers essentially all the data used for graphical/aesthetics details?
Still in 1.11.2
Still in 1.11.2
To be honest those breeders are an exploit so I doubt this change can be seen as a bug.
This is because the village checks its population in an area too small. The bulk of the villagers are in the area outside of the counting box but still inside the village sphere and that allows them to breed indefinitely while keeping the village population to 1.
Do they eventually connect after being randomly ticked?
Is it not only because you give them a wall to grab onto?
And fireballs.
Still in 18w32a with guardians.
Good to see it's fixed after 7 years.