Bravewind
- LordNaturaliStar
- lordnaturalistar
- Europe/Stockholm
- Yes
- No
Java 1.8.0_51 Windows 10 (Updated June 2019)
First, let me say that this is a 1.13+ bug, not a 1.14 exclusive bug. New user to the bug tracker.
Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
Java 1.8.0_51 Windows 10 (Updated June 2019)
Put the summary of the bug you're having hereWhat I expected to happen was...:
Describe what you thought should happen hereWhat actually happened was...:
Describe what happened hereSteps to Reproduce:
1. Put a step by step guide on how to trigger the bug here
2. ...
3. ...First, let me say that this is a 1.13+ bug, not a 1.14 exclusive bug. New user to the bug tracker.
Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
First, let me say that this is a 1.13+ bug, not a 1.14 exclusive bug. New user to the bug tracker.
Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
First, let me say that this is a 1.13+ bug, not a 1.14 exclusive bug. New user to the bug tracker.Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
Duplicate created (154027) due to false resolution of this (153997) bug
First, let me say that this is a 1.13+ bug, not a 1.14 exclusive bug. New user to the bug tracker.
Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
Violine? You haven't reopened my issue... its an addition, not a duplicate, and a seperate one itself
Duplicate created (154027) due to false resolution of this (153997) bug
First, let me say that this is a 1.1
3+bug,nota 1.14 exclusive bug. New user to the bug tracker.Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
Duplicate created (154027) due to false resolution of this (153997) bug
First, let me say that this is a 1.14 bug not exclusive to 1.14.2+, as I only found it now and cannot add previous versions even under the current branch version. New user to the bug tracker.
Second, to properly document this bug, I would need a screen video recorder program, upon which I do not have.
Now then, the bug. When a crossbow is enchanted with multishot, it will only ever work as if it was enchanted with level 1, as obtainable by survival methods without commands. A multishot crossbow will fire 3 projectiles, of which are normal arrows, spectral arrows, tipped arrows, and fireworks. To whom is reading this, I am not reporting another crossbow firework bug, as there appears to be plenty of those already. I am reporting a bug that affects (as many as I could test) 1.13 versions as well as 1.14 versions. Crossbows enchanted with multishot are designed to shoot 3 arrows, upon which I have seen they do. But when 2 or more (3) arrows hit the same large target, or are fired from too close a range, they reflect off the target, and "drop/reflect" back to hit the shooter. This works with plain arrows as well as tipped ones. I have not tried spectral arrows or fireworks, but I would ASSUME they DO affect spectral arrows and DON'T affect fireworks. From what I have seen, nobody has caught or reported this issue, which is surprising but I guess not everybody tried to hit multiple multishot arrows on the same entity.
The Entities which are shot contain (but are not limited to) Pillagers, Iron Golems, Villagers, Ravagers, Vindicators, Witches, Zombies, and the Vex summoning (not vexes) Illager. I discovered the bug during a raid, and did minimal further testing. However, I tried using different 1.14.x and 1.13.x versions, and the bug remained. Shooting an entity with multiple arrows consecutively and ending up being shot by every arrow (1-2) aside from one is not a works as intended feature, and I have no idea what is causing it.
To trigger the bug, Obtain by commands, creative, mob slaying, enchanting, or fishing + crafting, a crossbow with multishot, and thenfore get close enough to a mob to hit it with TWO of the three or ALL THREE arrows from the crossbow. I would recommend shooting a large mob such as the aforementioned Iron Golem or Ravager, and shooting whilst in survival to further prove the arrows aim back to and harm the shooter. The tipped arrows tested kept their tipped effects and applied them without any sign of changing intensity or duration to both the shooter when 'reflected' and the intended target.
Low but annoying priority, reported June 6th 2019
Crossbow Multishot Backfiring(1.13.x+ ,1.14.x+)
Can anyone confirm pre-release versions? (not necessarily staff)
Alright
As stated and shown by screenshot attachments, this was all during the day. Your forced resolution is out of context @Gabrijel
When you exit water and surface onto dry land, the drowned mob stops attacking you, even if you are still able to shoot, throw, and melee them. However, if a drowned is holding a trident, this USUALLY makes no difference. In my case, it did. I exited the water, and the drowned appeared (from a distance) to look away and become disinterested, however it continued to pursue me, and hurl painful weapons. I even switched my client gamemode to creative, which nullifies ALL mob hostility towards the player, and it continued to attack. It only stopped when it was about to surface, during the day.
Unknown if affects previous versions, being a 1.13.0 mob in 1.14.2
Unknown if duplicate, or addition to pre existing bug, appears not from what I could find.
When you exit water and surface onto dry land, the drowned mob stops attacking you, even if you are still able to shoot, throw, and melee them. However, if a drowned is holding a trident, this USUALLY makes no difference. In my case, it did. I exited the water, and the drowned appeared (from a distance) to look away and become disinterested, however it continued to pursue me, and hurl painful weapons. I even switched my client gamemode to creative, which nullifies ALL mob hostility towards the player, and it continued to attack. It only stopped when it was about to surface, during the day.
[All events mentioned took place during the day]
Unknown if affects previous versions, being a 1.13.0 mob in 1.14.2
Unknown if duplicate, or addition to pre existing bug, appears not from what I could find.
When you exit water and surface onto dry land, the drowned mob stops attacking you, even if you are still able to shoot, throw, and melee them. However, if a drowned is holding a trident, this USUALLY makes no difference. In my case, it did. I exited the water, and the drowned appeared (from a distance) to look away and become disinterested, however it continued to pursue me, and hurl painful weapons. I even switched my client gamemode to creative, which nullifies ALL mob hostility towards the player, and it continued to attack. It only stopped when it was about to surface, during the day.
[All events mentioned took place during the day]
Unknown if affects previous versions, being a 1.13.0 mob in 1.14.2
Unknown if duplicate, or addition to pre existing bug, appears not from what I could find.
[Summary: Daytime, sunny. Player in survival enters water and encounters drowned, with and without tridents. Player flees from drowned onto dry land, drowned without tridents cease chase, but drowned with tridents pursue. Player flees upwards land to no avail, switches client to creative without delay, yet the drowned pursues. Player waits to see what happens now that [they]'re safe, and drowned with tridents cease chase at water's edge.]
Addition: Issue is becoming increased in frequency as of recent










Confirmed by personal experience in 1.14.2 as well as 1.14.3 Pre-Release 1
https://bugs.mojang.com/browse/MC-153997?focusedCommentId=554845&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-554845
You have understood my ticket, as this would not be a duplicate of
MC-145982, nor a works as intended, but a "relates to". This would be an addition and further testing/proof of bug for MC-140857, and hopefully grounds to (in summary) expand the bug from Quick Charge 5 to Quick Charge 5 + Multishot 1@violine1101

Confirm in 1.13.2 and 1.14.2
Was this at night, or during the day? If day, then it is a bug. If night, then no, drowned can chase you on land at night, more than just because they don't burn
My issue(s) is(are)
MC-153997and MC-154098I am awaiting a response from violine1101 on 153997, and this is 154098
153997 should (hopefully) be a 'relates to' 140857
Drowned with tridents
survival or creative
sunny day
following the player on land only until they would have to get on land themselves
the drowned without tridents stop following the player when the player steps on land, as they should.
Could I please have a staff member reopen (And talk to violine as needed for changes undone) this issue?
Hi,
MC-145982is an issue, mentioned in a single snapshot version of 1.14 about the damage output of a crossbow based on a multiple hit from firing once with a multishot enchanted crossbow. It is marked 'Works As Intended' because it does, multishot is MEANT to hit multiple mobs at once, and due to Minecraft's slight cooldown between hits, the arrows that hit when more than one does, don't stack up in damage. There is a generalized summary in the form of a complaining concern about the issue with no specifics. It's a crossbow, not a birdshot shotgun.MC-140857 is an issue mentioned in 1.13.2, three snapshots of 1.14, and the second pre release of 1.14.3 about a crossbow, forcefully enchanted by commands only with a high level (and the highest functioning level without a reverse effect if I might add) Quick charge enchantment, used in quick succession on the same mob where the occasional (every second at most by my own testings as the second of every arrow fired can be done so fast enough to land before the first has taken its' full cooldown time, but only fast enough for one after to follow a hit arrow before the next (third) would become a first hit arrow in the sequence, no more) arrow will bounce off the same mob that was just shot. While they do not specify a mob, I do not believe they would have to, as every mob that can be shot (notable exceptions such as endermen cannot be shot) has the damage cooldown, as well as regardless of being shot as the method of damage, and they are specific about how to cause this. While my opinion may not hold much weight, arguably such a crossbow enchantment on a crossbow shouldn't exist as the level is higher than both obtainable by survival as well as creative, however I can see the use for minigames or other purposes as a fast firing ranged weapon with more damage than eggs or snowballs, and finally a stable, vanilla way to have a fast bow without needing external hardware. I do not doubt, and quite so agree, that while a difficult issue to create, it is indeed one.
MC-153997is (my) issue, noted in 1.14.2, two 1.14.3 pre releases, tested in multiple other 1.14.x and 1.13.x versions, about a crossbow enchanted with multishot [1] (starting to create differences with MC-140857) that shoots the player when multiple arrows land on the same target. (starting to create differences withMC-145982) It is replicate-able in both survival and creative, (I have not tested adventure), obtainable by survival, creative, or command methods, affects large mobs and 'player-sized' mobs, and the only distance limit is how far the player can be away from the mob being shot while multiple arrows still landing on the same target. I agree that it does share a few similarities to the aforementioned issues, however they are not the same one(s).Shooting something and being shot yourself is most certainly not working as intended, and while the lack of increased damage output is still present, Both: that was the end of the compared issue, and there is more than just the lack of damage issue present.
MC-153997encompassesMC-154982wholly aside from the version tested (as I only tested stable versions) builds upon and goes beyond it. There is the [unmentioned within the issue] lack of damage increase (that I expected), arrows bouncing off (which I also expected), the player being shot by their own arrows, and the arrows not reflecting but actually travelling to come back and hit the player without a shown animation (when arrows reflect, they act as if the point of reflection is the [second] point of firing, and as if they are travelling hotizontally though water, and vertically though air, being able to fall at a normal rate but with little-to-no momentum. What I am describing (and reporting) is arrows fired from up to ~6 blocks away, touching but not hitting, disappearing, and within ~1.4 seconds, hitting the player with as much force AS IF they were reflected, even if the player is able to move ~4 blocks backwards from the time of firing)My issue and MC-140857 share some commonalities like a Venn diagram. They both deal with multiple arrows hitting the same mob, 1.13.2 and 1.14.3-pre2, arrows bouncing off the mob they should've hit, [enchanted] crossbow fired arrows, and obtainable necessary equipment via commands. However, mine deals with survival obtainable while theirs does not, mine deals with creative obtainable while theirs does not, mine deals with one shot while theirs deals with multiple successively quick shots, mine deals with [unintended] being shot while theirs does not, mine deals with strange [and arguably tracking] arrow travel while theirs does not, theirs is mob unspecific while mine remains to be seen, and arguably IS mob specific due to mobs such as the baby chicken, endermite, silverfish, and so on, and finally, mine deals with multishot while theirs deals with quick charge.
In summary, 145982 is one detail of 153997 that does indeed work as intended, while 140857 and 153997 are obtainable by different methods, caused by different methods, give off different effects, and while sharing multiple commonalities along the way, they do not share all their respecitve details, and there are details belonging to both that are specific to them and them only. Generally and wholly speaking, they are both different, valid, issues. One CANNOT encompass the other, therefore proving they are indeed different. @violine1101
I'm confused. Will the crash log contain the data needed to show blocks broken without playing the needed sounds? And what about the low volume other sounds?
@Mod M.W.
I believe I managed to catch it here, but not COMPLETELY certain
crash-2019-06-15_07.31.25-client.txt
Confirmed but disagree. Pigmen should have less aggression, and target a line of sight with player, without 'xraying' through walls. They should be 'alerted' to find the player, but not angry persay (angry in needing anger value, but not extremely angry), and rather try to find the player than hunt them. Pigmen should have a line of sight though transparent blocks with less of an anger value, again trying to find the player (leaves, glass, not trapdoors, etc) to become angry
confirm in 1.14.2
check randomtickspeed and server latency, that did it for me, however was breaking blocks
.minecraft/crash reports
try to find the report file, maybe will help? idk it should make one even if can't open. Mods will probably want it
Issue needs reopening, as stated above. Can a staff please contact Violine (decision override or to-be-made) as she seems to not see this and I end up waiting days for a response that doesn't come
Confirmed in 1.14.3 as of bug fix changelog for 1.14.3 as well as changelogs for 1.14.3-pre1 through 1.14.3-pre4
I cannot confirm in 1.14.3 as I have not tried it, however the resolution(s) mention(ed) in 1.14.3 are very minimal in scope to this issue, and do not cover all the bases of this issue. If indeed everything they said they have fixed has been fixed, but ONLY that of which they said has been fixed has, then this is still an issue as there are multiple cases that I have seen of baby and full sized entities taking this kind of damage that they did not mention fixing
This issue is not invalid, and is labelled wrong. Simply because I cannot put it as 1.14.2 and got around to reporting it when 1.14.3 came out does not resolve it. I have not tested it in 1.14.3, and thus put in the name that it was 1.14.2. I was hoping a bug tracker community member could confirm either different pieces or the same pieces I mentioned in 1.14.3 as I have not had time to test it nor report it until now. It is a bad flaw that for people wanting to report bugs behind the current version, that the current version does not fix, that they cannot set it at the version they need to, example being 1.14.2 of 1.14-1.14.3, and then have someone confirm where they cannot. As stated, What I am reporting is a bug that is PARTIALLY CLAIMED to be fixed in 1.14.3 by mojang, but not completely, and their [ Believeable ] claim to fixing them has not been confirmed. If I'm not mistaken, It was you who said (on another of my issues which still needs reopening) some staff of the bug tracker work in their spare time, and I would believe that would be the case of many bug reporters alike myself. What I am saying here is that some of it has been said to be fixed, but nobody in the minecraft community has made sure those fixed have stayed in place, and while not all of what I have said has been fixed, the 'not all' part is mainly what I am reporting.
Thank you
Needs reopening please... hopefully not 'whenever'
Confirmed in 1.14.3 as of 1.14.3 changelogs as well as changelogs for 1.14.3-pre1 through 1.14.3-pre4
crash-2019-06-25_21.02.01-client.txt
Crash report after multiple cases,
Confirmed in 1.14.3 as of changelogs for 1.14.3 as well as changelogs for 1.14.3-pre1 through 1.14.3-pre4
Confirmed (applicable) full sized mobs in 1.14.3 as of changelogs for 1.14.3 as well as changelogs for 1.14.3-pre1 through 1.14.3-pre4
Phantoms, a hostile mob, spawning within the chunks of a mushroom island, where ALL hostile mobs cannot spawn naturally, is not working as intended. Although they spawn in air blocks rather than ON a spawnable block, Drowned cannot also spawn within the chunks, and they spawn in water. This bug, although my own, does need to be reopened
Confirmed in 1.14.2 and
in 1.14.3 as of changelogs for 1.14.3 and changelogs for 1.14.3-pre1 through 1.14.3-pre4
Yes the line space is intended, note it for confirmation basis(s)
Confirm for versions stated, even as a duplicate, as the Official Minecraft Wiki's only source for information has been the Official Mojang logs for Minecraft, albeit the launcher news, the Minecraft.net website, or other sources BY MOJANG I am missing
Confirm in 1.14, 1.14.1, 1.14.2, and
in 1.14.3 as of changelogs as well as changelogs for 1.14.3-pre1 through 1.14.3-pre4
Yes the line spacing is intended, note the space for confirmation basis(s)
Confirm in 1.14, 1.14.1, and 1.14.2
The mod is reffering to fighting discussions, as shown above? I was simply stating that Minecraft has been shaped so... I don't know how to completely say this without possibly infuriating someone. I guess mushroom islands have always been safe, and still are to new mobs of the same and future (to 1.13) versions as well, and this doesn't seem like a purposeful or worthwhile exception to make them unsafe. I'm not sure if that seems factual enough to be said without any opinion on the matter, as I have not intentionally put any of my own in
It just seems like an oversight they never went back to fix, like the trident carrying drowned that target players even after they emerge from the water [and go into creative]
I agree with you and with the mod. I do not discuss anything here aside from the details of the bug(s) in question
and well I guess now the question of discussing whether or not we are discussing
Issue needs reopening please
Issue needs reopening please
I have not been spamming comments to bump my own issue. As stated, detailed, and summarized above,
MC-153997(this) has a few minor commonalities shared by the other issues, and very much is not covered wholly or by a 'good enough' standard by the other issues. As I would rather this not become a heated argument, and that we do not seem to be getting on the same page, may I ask that my issue be 'assigned' to a different staff member for review?I have put a detailed description of what the issue is in the description section of the issue. I review the guidelines and template of an issue each time before creating and reporting one. The issue, restated in an incompletely short summary, is that baby mobs such as zombie and chicken, as well as full size mobs such as chicken, will take suffocation damage if they jump onto a block with a solid block above them, and eventually die after enough times taking 1/2 heart of damage.
I would like to withdraw my bug report on account of a (previously unknown to me) malfunctional plugin that manipulated the dropping, collection, and dropless collection of cake having unknown side effects on other items dropping. Resolve how you see fit based on this, the bug was not a result of vanilla minecraft code.
@Sbeven E
As said in the issue, I had every volume in the game, as well as (not said) my computer volume loud enough to hear everything else perfectly fine. The problem was the items didn't think they were dropping, and the sound wasn't playing at all.
Confirm in 1.14.4pre1,2 as of changelogs, confirm current versions with additional proof via
MC-155876Screenshots are from Xisumavoid's YouTube channel, Hermitcraft 6 Episode 837, however I have tested this myself under the same circumstances and additional circumstances, and while it takes time to replicate, it does happen.
They did that, and it lasted until 1.14.2, but by 1.14.3 it was patched and made impossible by normal (non-specific command) methods such as survival and creative. 14.2 yes, 14.3 no, 14.4 bug, as well as those were different enchantments stacked, this is the same one stacked, if only at different levels. I don't know what caused it but crossbows have been bug ridden since creation
Drowned with and without trident spawn in water. Step into water and they become hostile. Step out, and only without tridents pacify. Tridents still attack. Daytime only, as nighttime both with and without stay hostile. Yes?
I have checked with the latest 1.14.4, and it persists. Unfortunately I am now without computer access and cannot check 1.15.x/1.15-PreX anything for quite some time
To whom is reading this, this issue
MC-153997is still active, awaiting another staff member to reopen it as the resolution was premature and is invalid. It has been retested and confirmed in the original version, each additionally stated version, randomly in the latest versions since, and in the current version. Any professional courtesy for another set of eyes to look this over and give it proper consideration and vetting would be appreciated.This message was not auto-generated
Confirmed in both mentioned, higher randomtickspeed than default makes it worse, but lower than default doesn't help
Can also confirm in 1.14.x client 1.14.x server (in addition to 1.13.2 client)
Can deny it was the / a server's issue, as doesn't happen in 1.13.2 client 1.13.2 server on the same server, same conditions, multiple users testing in every case
To whom is reading this, this issue
MC-155162is still active, awaiting another staff member to reopen it as the resolution was premature and is invalid. It has been retested and confirmed in the original version, Base version 1.14 (1.14.0), randomly in the latest versions since, and in the current version. Any professional courtesy for another set of eyes to look this over and give it proper consideration and vetting would be appreciated.This message was not auto-generated
Confirmed in 1.14 and 1.15 versions at random and base (1.14.0, 1.15.0)
Confirmed in 1.13-pre3 (asked)
1.14.1
and 1.15 versions at random inclusing base (1.15.0)
Confirmed in 1.15 versions randomly including base (1.15.0)
Confirmed, despite claiming resolution, in 1.15-pre1, 1.15 base (1.15.0), randomly throughout 1.15 versions, and in 1.16 snapshots
Confirmed in 1.15-pre1, 1.15 base (1.15.0), 1.15 randomly throughout, and in 1.16 snapshots
Issue Not Resolved