[Helper] Lord_Quadrato
- Lord_Quadrato
- lord_quadrato
- Europe/Stockholm
- Yes
- No
Underwater bubble flickering if in air pocketAir bubbles flickering if in air pocket
Air bubbles flickering if in air pocketBubbles flickering if in air pocket underwater
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif 1)
- Take a bucket
- Hold down right-click (use bucket) and !move your mouse up and down fast
- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it (pay attention: your head must be in the air pocket) and watch how you drown. (going to add picture soon)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif 1)
- Take a bucket
- Hold down right-click (use bucket) and
!move your mouse up and down fast- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it (pay attention: your head must be in the air pocket) and watch how you drown. (going to add picture soon)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif 1)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it (pay attention: your head must be in the air pocket) and watch how you drown. (going to add picture soon)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif 1)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it (pay attention: your head must be in the air pocket) and watch how you drown. (going to add picture soon)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif 1)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it pay attention: your head must be in the air pocket and watch how you drown. (video)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif
1)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly the the watersource that would want to flow into the air space gets taken up again.
4. Stand in it pay attention: your head must be in the air pocket and watch how you drown. (video)
Breathing bubbles flickering if in air pocket underwater
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly the the watersource that would
want toflow into the air space gets taken up again.4. Stand in it pay attention: your head must be in the air pocket and watch how you drown. (video)
While swimming in a river I used a bucket to create a stable 1x1x1 air pocketPicture 1 (probably another bug) underwater. I tried to refill my air by putting my head into the pocket.
What I expected to happen:
My breath slowly refilling, bubbles going to maximum.What actually happened:
The air bubbles flickered around, then they get removed (as if you were submerged in water). After a short amount of time I drowned.How to reproduce:
1. Go to a river/ocean
2. Set your gamemode to survival (not creative)
3. Create a stable 1x1x1 air pocket underwater two blocks above the river/ocean floor like in Picture 1.How to make the air pocket: (Gif)
- Take a bucket
- Hold down right-click (use bucket) and move your mouse up and down fast (as I do in the gif)
- the bucket takes water and gets emptied immediatly, then the watersource that would flow into the air space gets taken up again --> no new blockupdate
4. Stand in it pay attention: your head must be in the air pocket and watch how you drown. (video)
The bug
Water doesn't render behind a phantoms wing (as seen in the picture below). You can see through directly to the ground.
Note
This is not a duplicate of
MC-9553, because the problem is caused by theoverlay of thephantoms texture.
By making the wings an element like the hand of a zombie this could potentially be fixed (although I don't know if this would be good for performance)
Confirmed for 18w20c. Did a few test with commandblocks that show the health. I found out that the trident always deals 8 hearts of damage.
The bug
If you go into a boat and then switch to F5 mode, chunks in front of you that you could not see if you were in first person are not being rendered.
Note
This only applies in certain circumstances. Here is my world seed and the position I were in:
- Seed: -7863425286985443648
- Location: -2555 62 -7317
Confirmed for 18w20c
Confirmed for 18w20c
Still an issue in 1.13-pre1
Can someone update the description to only include suffixes (as the prefix is saved, see comments above)
Still present in 18w22c. Now it only resets the suffix, the prefix stays
Confirmed for 18w20c
In the latest snapshot (18w20c currently) the blaze immediately stops burning and does'nt attack/follow you. Both tested in multiplayer and singleplayer with and without other players around
Affects 18w20c. Finally someone from Mojang looks into the issue. Hopefully it gets fixed soon
Confirmed for 18w19a and 18w19b
Confirmed for 18w22c
Still an issue in 18w20c
Confirmed for 18w22c
1.13-pre1
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2. Stil needs the reproduction steps to be updated
Confirmed for 18w20c
Still in 1.13-pre1. The commands to reproduce are outdated, needs update: Instead of
/summon EntityHorse (your x coordinate) (your y coordinate) (your z coordinate) {Type:3} to /summon skeleton_horseand
/summon EntityHorse (your x coordinate) (your y coordinate) (your z coordinate){Type:4} to /summon zombie_horseBasically the commands could be deleted because there are now spawneggs, so they became unnecassary
Sorry I misread
Put the summary of the bug you're having here*What I expected to happen was...: That a lead would appear
Describe what you thought should happen here: I thought a lead would/should appear around a skeleton horse's neck when i right clicked it with one. I didn't and so I tried it on a zombie horse, and same problem*What actually happened was...: The lead didn't appear, and nothing happened
Steps to Reproduce:
1. Get a Lead in your inventory.
2. Do ./summon zombie_horse (your x coordinate) (your y coordinate) (your z coordinate)3. When it appears, right click on it with the Lead.
4. Do /summon skeleton_horse (your x coordinate) (your y coordinate) (your z coordinate)5. Repeat step 3 on the new horse
Code analysis by Marcono1234 can be found in
this comment.The bug
Skeleton and zombie horses can't be leashed.
Steps to Reproduce:
- Get a lead in your inventory
- Do /summon zombie_horse or /summon skeleton_horse
- Right click on the horse with the lead
Code analysis
Code analysis by Marcono1234 can be found in this comment.
Windows 7, Java 7
Provided commands don't work anymore see comment from me above. Please update. Still an issue in 1.13-pre1
Confirmed for 1.13-pre2.
Steps to reproduce need to be updated, see this comment
Mod edit: Repro steps updated
Confirmed for 18w22c
Affects 1.13-pre5
Still in 1.13-pre3
Affects 1.13-pre4
@Jbip 18w20c is already marked as affected. Please look the next time before you comment
Confirmed for 18w20c, same error message.
This can be reproduced easily. Just swim on the floor of a pool and the drop an item, Eitherway, confirmed for 1.13-pre1
Still in 18w20c. Best reproducable by completely sinking to the ground, then sneaking and then throwing the item directly down
Confirmed for 18w16a and 18w19a (see
MC-129217)
Confirmed for 1.13-pre2
Affects 1.13-pre1. This is a major issue
Confirmed for 18w22c
Confirmed for 18w20c
Confirmed for 18w20c
Still in 1.13-pre1
Still present in 18w19a and 18w19b
Confirmed for 18w10d.
Please someone add to affected OS/Java versions:
Windows 10, Java 1.8.0_161 (This is my system)
Confirmed for 18w19a
Affects 18w19a
Confirmed for 1.13-pre2
@Greg Milson Yes you're right. I can confirm the partial fix in 18w22c.
Breaking sounds are now appearing for everything except elytra.
Particles are still not present
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes
, fishing rods,and carrots on sticks not to play their item breaking sounds as well.The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound Breaking particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick - - Can't break ( MC-112630)Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes and carrots on sticks not to play their item breaking sounds as well.
But I could in 1.13-pre2, attached crash-report
I attached my world
Confirmed for 1.13-pre4
Near x=0,z=0, create a Repeat mode command block with command:
1.12/entitydata@e[type=ender_dragon] {DragonPhase:4}1.13data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:4}Then run
/summon ender_dragonThe game crashes either instantly or after some seconds.
Description: Ticking entity java.lang.ArrayIndexOutOfBoundsException: 1 at aze.f(SourceFile:71) at xn.k(SourceFile:68) at xn.j(SourceFile:63) at xn.c(SourceFile:24) at wy.n(SourceFile:238) at sc.m(SourceFile:1631) at sd.m(SourceFile:277) at aia.a(SourceFile:1520) at lr.a(SourceFile:718) at aia.g(SourceFile:1498) at aia.k(SourceFile:1388) at lr.k(SourceFile:551) at net.minecraft.server.MinecraftServer.D(SourceFile:626) at net.minecraft.server.MinecraftServer.C(SourceFile:554) at bzg.C(SourceFile:155) at net.minecraft.server.MinecraftServer.run(SourceFile:458) at java.lang.Thread.run(Thread.java:745)Near x=0,z=0, create a Repeat mode command block with command:
1.13data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:4}Then run
/summon ender_dragonThe game crashes either instantly or after some seconds.
Description: Ticking entity java.lang.ArrayIndexOutOfBoundsException: 1 at aze.f(SourceFile:71) at xn.k(SourceFile:68) at xn.j(SourceFile:63) at xn.c(SourceFile:24) at wy.n(SourceFile:238) at sc.m(SourceFile:1631) at sd.m(SourceFile:277) at aia.a(SourceFile:1520) at lr.a(SourceFile:718) at aia.g(SourceFile:1498) at aia.k(SourceFile:1388) at lr.k(SourceFile:551) at net.minecraft.server.MinecraftServer.D(SourceFile:626) at net.minecraft.server.MinecraftServer.C(SourceFile:554) at bzg.C(SourceFile:155) at net.minecraft.server.MinecraftServer.run(SourceFile:458) at java.lang.Thread.run(Thread.java:745)
Confirmed for 18w22c
Confirmed for 1.13-pre1
Confirmed for 1.13-pre2
Confirmed for 1.13-pre3
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre3
The bug
Using a teleport command to get out of water while in the swimming animation causes it to be stuck. The player swims on land and is not able to toggle it off.
Steps to reproduce
- Setup a commandblock with the following command. Add repeaters to it so you have delay after activatin
g it/tp @p (location outside of the water)
- Activate the contraption
- Get into a pool of water (
at least two blocks deep) and pressShift to enter swimming mode{{}}{{}}You are teleported while you're swimming, causing you to continue the swimming animation. Upon re-entering water
you will become normal again.The bug
Using a teleport command to get out of water while in the swimming animation causes it to be stuck. The player swims on land and is not able to toggle it off.
This also happens sometimes when you jump out of water.Steps to reproduce
- Setup a commandblock with the following command. Add repeaters to it so you have delay after activation
/tp @p (location outside of the water)
- Activate the contraption
- Get into a pool of water (at least two blocks deep) and press Shift to enter swimming mode
You are teleported while you're swimming, causing you to continue the swimming animation. Upon re-entering water the swimming animation gets deactivated.
The bug
Using a teleport command to get out of water while in the swimming animation causes it to be stuck. The player swims on land and is not able to toggle it off.
This also happens sometimes when you jump out of water.Steps to reproduce
- Setup a commandblock with the following command. Add repeaters to it so you have delay after activation
/tp @p (location outside of the water)
- Activate the contraption
- Get into a pool of water (at least two blocks deep) and press Shift to enter swimming mode
You are teleported while you're swimming, causing you to continue the swimming animation. Upon re-entering water the swimming animation gets deactivated.
The bug
Using a teleport command to get out of water while in the swimming animation causes it to be stuck. The player swims on land and is not able to toggle it off.
This also happens sometimes when you jump out of water.Steps to reproduce
- Setup a commandblock with the following command. Add repeaters to it so you have delay after activation
/tp @p (location outside of the water)- Activate the contraption
- Get into a pool of water (at least two blocks deep) and press Shift to enter swimming mode
You are teleported while you're swimming, causing you to continue the swimming animation. Upon re-entering water the swimming animation gets deactivated.
It duplicates my issue. I will add the information that this does not only happen when teleporting out of water to my issue, being more descriptive
EDIT: Added
Cannot test this, because the player doesn't start swimming in one water source. But yes, as long as you manage to get into the swimming animation it'll work, even on flat ground (just tested).
Also for dolphins
Confirmed for 18w20c
Confirmed for 18w22c
Affects 1.13-pre1
Affects 1.13-pre2
Affects 1.13-pre3
Affects 1.13-pre4
Confirmed for 1.13-pre5
Still in 1.13-pre4
Affects 1.13-pre1
Confirmed for 18w22c
Reproduced in 18w20c
Confirmed for 1.13-pre2
Still in 1.13-pre3
[Helper] Lord_Quadrato: What's that "backup" thing ? ![]()
[Helper] Lord_Quadrato, please write new comments (and delete your old ones if you want to keep the comment section clean) instead of just editing your latest comment. If you edit a comment, that's only visible to users that are watching the report, and doesn't appear in the activity feed.
Just swim on the floor of a pool and the drop an item
@[Helper] Lord_Quadrato, are there non-opaque blocks directly next to the item?
[Helper] Lord_Quadrato, ticket is yours now.
[Helper] Lord_Quadrato, ticket is yours now.
[Helper] Lord_Quadrato, did you experience that issue before MC-52974 got fixed?
@[Helper] Lord_Quadrato: yes, it should be closed, as you said seems forgotten. Anyways it's reported for a no longer supported version.
Can confirm for 1.13.1.
Thank you [Helper] Lord_Quadrato for update ![]()
[Helper] Lord_Quadrato This was be resolved as WAI.







Confirmed for 18w10d.
Someone please update affected versions.
Confirmed for 18w20c
Yes it's actually becuse of
MC-12363I noticed. Very strange...Tested and confirmed for 18w11a, 18w14b and 18w15a.
I would love to see this fixed, especially for the technical side of 1.13 and since this bug is really old (came up in 1.4.5)
Edit: Now also confirmed for 18w16a
Still happens in both 18w19a *and *18w19b
Affecting 18w16a
Affects 18w16a
Affects 18w16a
Confirmed for 18w06a, 18w07c, 18w08b, 18w09a, 18w10d, 18w11a, 18w14b, 18w15a anf for 18w16a.
I disabled both gamerules.
Still present in 18w16a.
Might want to update the Steps to reproduce to 1.13-format, this renders the first point useless (as with the new command you can set the level)
Here's the updated version:
1.Type /xp set @s 2147483647 levels. Now your level is 2147483647.
2. Type /xp add @s 1 levels. XP disappears from display.
3. Type /xp add @s 1 levels again. Now your level is 1.
Confirmed for 18w16a. Tested with all mentioned tools.
You won't be able to load worlds from previous snapshots in 18w19a. This is intended, as stated on minecraft.net.
Edit: Nevermind it is actually a valid bug, as stated in a Tweet from ProfMobius. It'll be fixed in 18w16b.
Just load your Backup tomorrow after the release and all should be fine (don't forget to backup the Backup before)
Confirmed for 18w19a. Duplicate of
MC-129227Partially confirmed for 18w19a. For me the trident works the first time, but after I pickup it just jitters and shakes in my hand and eventually gets launched after trying a few times. May relate to
MC-129228(Tools not working after first use) andMC-129233Confirmed for 18w19a. I added a crash report.
!Important note: The game does not manage to save when the game crashes.
@Jakob Knigga But your issue is actually more descriptive
This is WAI. Lava sets wood on fire if it is near enough
Please attach the relevant crash report, found in
Still present in 18w19a
Confirmed for 18w19a
Confirmed for 18w19a
The bug seems fixed for 18w19a. I did everything like in the Gif and the zombie just walked straight out and attacked me. It was none of the special cases.
Confirmed for 18w19a and 18w19b.
Update description because of the fix of
MC-121636Steps to Reproduce:
Happens to me too in 18w19b -> Confirmed
Affects 18w19b. Because this issue is not maintained and updated properly (last update was in 1.11.2), I suggest that the ticket should be given to someone else (possibly me
)
I can confirm this issue (18w19b).
Affects 18w20c; although it does'nt appear when you're stationary anymore, only when sprinting.
Affects 18w20c
This allows abusive behaviour. Spectators shouldn't be able to interact with anything
I cannot reproduce it in 18w20c
Confirmed for 18w20c. Really strange
Affects 18w20c
Confirmed for 18w20c
Still present in 18w20c
Confirmed for 18w20c
Still in 18w20c
Confirmed for 18w20c
Confirmed for 18w20c.
Thank you, I did'nt know that
Confirmed for 18w20c. Although carpets don't show up at all (only the block below is drawn). You propably had stone underneath.
Confirmed for 18w20c. Quite annoying when mining
Confirmed for 18w20c
Still in 18w20c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
This is fixed in 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Elytra does not make breaking sounds. I tested with subtitles on
Confirmed for 18w22c. Ticket needs an update. The command to reproduce is not working anymore. Please update accordingly:
/give @p minecraft:mob_spawner{BlockEntityTag:{SpawnCount:15,SpawnRange:3,MinSpawnDelay:1,MaxSpawnDelay:40,RequiredPlayerRange:1,SpawnData:{id:"minecraft:chest_minecart"}}}Yes I can confirm for 18w22c, and like @Jeb Ivins said sea pickles and turtle eggs now make sounds when being placed and when walking on them
I can confirm this issue for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 18w22c
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1. This just doesn't look right
Still in 1.13-pre1
Still in 1.13-pre1
Could you please remove the 18w01a from the title of your ticket?
Confirmed for 1.13-pre1
Confirmed for 1.13-pre1
Probably duplicate of
MC-41113Confirmed for 1.13-pre1
This is not fixed in 1.13-pre2. I think Pierrot Charles didn't really understand it, but he ment the right thing. Normal obtained tools still have no Damage tag and are still not accepted by villagers.
Still in 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2. Looks horrifying
Still in 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Still the false link, 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2.
Like ShelLuser said, there is now a clear way of reproduction, the issue has to do something with recipes. You may update the description:
Exact Steps to reproduce:
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2
Confirmed for 1.13-pre2.
Please be so nice and update your commands to reproduce (only write zombie instead of Zombie). That makes it easier to test.
Swampland M biome is now called Swamp Hills and its id is mutated_swampland
Read this post from Mojangs Support service, it describes your problem and how to solve it
Confirmed for 1.13-pre2
Fixed. This should be closed now as
MC-92061is fixedI cannot reproduce this bug anymore.
Note that the leashed entity needs to be in the loaded chunks when you die and when you respawn, otherwise it would be
MC-14826because the chunks get unloadedConfirmed for 1.13-pre2
Steps to reproduce:
/title @s title {"text":"Transport to a new world"}The title still shows up in the other world
Confirmed for 1.13-pre2
Yes this is an issue in the most recent versions. Tested for 1.12.2 and 1.13-pre2
Fixed in 1.13-pre2. I didn't take my time to test when it was fixed, but I don't think that it's important as this bug was minor.
Confirmed for 1.13-pre2. Does not happen with carpets anymore, only with snow layers. I attached a new screenshot.
Confirmed for 1.13-pre2. Wow this is strange. I found your issue by searching, because I had the same problem in my survival world.
But this issue looks somewhat abandoned
I will soon do some further research to what heights this applies and when this happens. Going to post this in this bug report
How can this affect 18w21a, it literally says in the title that its 18w20c exlusive
You propably experienced
MC-125363, this is a duplicate. And it is fixed.Guess the issue is not descriptive enough. Could be anything, maybe
MC-125013or the something with the bubble columnsWe all do. I really appreciate your work on old and high-voted bugs that bothered the community for a long time
When I think about it, I didn't experience the issue all the way through the 1.13 snapshots, although I did not play LAN in the first few, because things were so unstable my friends and I didn't have fun. The last I got it was a while ago in 1.12.2
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Still in 1.13-pre3
And in 1.13-pre3
Confirmed for 1.13-pre3. Arrows are not affected though
Confirmed for 1.13-pre3. Personally I think no sound for putting a disc into a jukebox is intended because the music starts right away. I think this would be annoying
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Still can't download server for 1.13-pre3.
Use this link for manual download:
https://launcher.mojang.com/mc/game/1.13-pre3/server/5406f31cb5274ae48938851de697b32976ecb499/server.jar
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3
I see you problem, @Egor Hans, but when you are specator you can for example fly around to find a fortress or stay around a beacon being activated from another player and you would gain the achievement. When you are switched back to survival then you have claimed advancements without actually doing the required thing in survival play. So this bug can be used to gain an advantage over other players
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3.
Mad Cat, you might want to add some labels to avoid duplicates to your issue
Confirmed for 1.13-pre3
Just reproduced by joining the same world I tested in 1.13-pre2 with 1.13-pre3. Updated command
data merge entity @e[type=ender_dragon,limit=1] {DragonPhase:4}Attached a world
Does this still happen in the 1.13 prereleases, currently 1.13-pre3?
This is the only message I get and it only says "loading world" but never joins the world.
Proably
MC-129628. It stops me from opening any 1.12.2 worldFixed for wool in 1.13-pre3. Beds and banner statistics still don't increase, confirmed.
Confirmed for 1.13-pre3
Confirmed for 1.13-pre3. Of course also affects cave_spider
Duplicate of
MC-132064Confirmed for 1.13-pre4
Still in 1.13-pre4
Confirmed for 1.13-pre4
Confirmed for 1.13-pre4
Confirmed for 1.13-pre4
Confirmed for 1.13-pre4
Duplicate of
MC-131019propably, because the unnecessary "extra" tags are the cause for the high CPU and memory usage.Confirmed for 1.13-pre5
Doesn't crash in 1.13-pre5. You cannot open the villagers gui though
Confirmed for 1.13-pre5
Confirmed for 1.13-pre5
Also in 1.13-pre5
Confirmed for 1.13-pre5
Confirmed for 1.13-pre5
Confirmed for 1.13-pre5
@Pierrot Charles Did you test every structure? Because I'm still getting this bug with fences in shipwrecks, but not in mineshafts.
Still able to reproduce in 1.13-pre8. The motion of the minecart was propably not high enough when you tested.
The darkness of your screen changes with the y-coordinate. The lower it is, the darker the overlay gets.
Can also be observed when looking at the y-coordinate of the screenshots.
mattp_12, 1.13 is already marked as affected, please check before commenting.
Jonny You're right, but pay attention, because deleting the DIM1 folder will delete all chunk data in the end, meaning every entity and every block placed in the end will be deleted too.
Shannon For Java Edition the behaviour you described is considered a bug, see
MC-125351.This is much more likely a duplicate of
MC-124460, try disabling any ingame overlays (seeMC-124460for more information)[Mod] Les3awe That would actually be
MC-135423.Thank you for your report!
However, this issue is a Duplicate of
MC-135385.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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No need to add more information. it is already markes as fixed for the next release
Thank you for your report!
However, this issue is a Duplicate of
MC-122846.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of
MC-132351.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of
MC-125351.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
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Thank you for your report!
However, this issue is a Duplicate of
MC-134817.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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It works perfectly fine for me too.Cannot reproduce.
Thanks
However your issue is a duplicate of
MC-135385. The armorstand falls through the world after being summoned.Thank you for your report!
However, this issue is a Duplicate of
MC-135385.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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In 18w31a the last command (/data remove entity @e[limit=1,type=arrow] CustomPotionEffects[0]) gives me an error: Can't access element 0, either doesn't exist or parent isn't a list.
Thank you for your report!
However, this issue is a Duplicate of
MC-102268.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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This bug (
MC-124460) was introduced in the 1.13 snapshots. For now not using Discord will have to do it until it gets fixed.Cannot reproduce in 18w31a, neither do I get any error. Can anybody confirm?
Cannot reproduce in 18w31a either (using Wyatt's instructions).
Instead of detect I used if block. The bug might have been acidentally fixed in the process of rewriting the command system for 1.13.
Thank you for your report!
However, this issue is a Duplicate of
MC-135385.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is Invalid.
Your game, launcher or server is modified.
If you can reproduce the issue in a vanilla environment, please recreate the issue.
Make sure to reproduce this in a world you created in vanilla.
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Is Modded: Definitely; Client brand changed to 'fml,forge'Forge too
Tralomine Source?
@Austin This ticket was closed as Invalid. You don't need to update the affected versions anymore.
@Wynnzael Do you have a source? Has a developer ever stated this explicitly?
In 18w33a water performance was improved¹. Can you please test if this affects this issue?
I cannot reproduce, both arrows show the modified texture. Please attach an example resource pack.
StealWonders 1.13.1-pre2 is already marked as affected
Fixed somewhere in the 1.13 development stage, updated json I used:
Of course also tested with carrots, potatoes and cocoa beans.
This is a duplicate of
MC-111480. I was able to use elytra in your world without problems.Thank you for your report!
However, this issue is Invalid.
You have posted a feature request or a suggestion. This site is for bug reports only.
For suggestions, please visit Minecraft Suggestions on Reddit.
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I just discovered that throwing the trident before entering the gateway is not necessary, the trident will not work even if it was in the inventory the whole time. Updated description accordingly.
This is a caused by a miswritten advancement file.
In advancements/husbandry/break_diamond_hoe.json the line
"durability": -1should be
"durability": 0Structures get saved per world in the folder .minecraft\saves(yourworld)\generated\minecraft\structures\structurename.nbt, not in the block itself. You need to copy the .nbt file over to the other world to load the structure.
Joshua Perez The only way to fix this by yourself is using a datapack:
I attached it to the report: serious_dedication.zip
Voila, the advancement should now be given to you if you break a diamond hoe!
Thanks for noticing. Put it into .minecraft/saves/yourworldname/datapacks
Louis Grasset 1.13.1 is already marked as affected
Is this still an issue in the latest version (currently 1.13.1)?
If yes, please add it to the affected versions.
Since font rendering was changed, is this still an issue in 1.13.1?
If so, please update the affected versions.
Please attach a crash report, found in .minecraft/crash-reports
You have to click a second time for shooting after clicking once for loading.
This works as intended, quoting from https://minecraft.net/de-de/article/minecraft-snapshot-18w43a
Thank you for your report!
However, this issue is a Duplicate of
MC-137465.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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