Jonas Cat
- LordOfCats
- lordofcats
- Europe/Stockholm
- Yes
- No
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
Expected behavior: Mob runs out of lava, pathfinding to the nearest non-lava block
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
Expected behavior: Mob runs out of lava, pathfinding to the nearest non-lava
block
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
Expected behavior: Mob runs out of lava, pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
Expected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior, but it still doesn't seem to be done right to me
Expected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that this may have been intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that
this may have beenintended behavior,but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lava
Mobs swim above height of lava slice instead of leaving lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note:I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwardsFourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place, repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place (x and z values not changing), repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place (x and z values not changing), repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior,
but it still doesn't seem to be done right to meExpected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place (x and z values not changing), repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior, at least at one point. But the player cannot do the same (does this count as including 2 bugs in one?)
Expected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
When I pushed mobs into a slice of lava, they swam above the height of the lava slice.
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place (x and z values not changing), repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior, at least at one point. But the player cannot do the same (does this count as including 2 bugs in one?)
Expected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lavaWhen I pushed mobs into a slice of lava, they swam above the height of the lava slice. See also: fourth note
Behavior: Mobs swim upwards when being pushed away by lava. They jump up and down in place (x and z values not changing), repeatedly resetting their fire until they die.
Note: it didn't seem like they were being pushed by the lava as they traveled upwards
Second note: Mobs (ex. creepers) seem to have an AI thing that makes them swim upwards in lava
Third note: I would like to distinguish that it was swimming upwards, at least it didn't seem like it was jumping upwards
Fourth note: lava slows movement, and swimming up the block is how you can get to a block at the same height of the lava slice. This signifies that mobs traveling upwards to get out of lava is intended behavior, at least at one point. But the player cannot do the same (does this count as including 2 bugs in one?)
Expected behavior: Mob runs out of lava (as it is on fire), pathfinding to the nearest non-lava place to stand
This happens even if a block is above the mob
Alternative expected or coinciding behavior: lava pushes mob out of lava
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight, and maybe with lighting and the top entering the players' view.
Although I could not get a screenshot, it also seemed to happen while I was jumping around not on the honey block to the other faces of the honey block.
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight, and maybe with lighting and the top entering the players' view.
Although I could not
get a screenshot,it also seemed to happen while I was jumpingaround noton the honey block to the other faces of the honey block.
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight
,andmaybe with lighting and the top entering the players' view.Although I could not it also seemed to happen while I was jumping on the honey block to the other faces of the honey block.
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight and or movement
Although I could not it also seemed to happen while I was jumping on the honey block to the other faces of the honey block.
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight and or movement
Although I could not it also seemed to happen while I was jumping on the honey block to the other faces ofthe honey block.The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight and or movement
It also happened to the other faces while I was jumping on the honey block.
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight and or movement
It also happened to the other faces while I was jumping on the honey block
.The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' sight and or movement
It also happened to the other faces while I was jumping on the honey block, including those on the opposite side of the honey block (at least, as far as I could tell)
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players'
sight and or movementIt also happened to the other faces while I was jumping on the honey block, including those on the opposite side of the honey block (at least, as far as I could tell)
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the angle of the players' position
It also happened to the other faces while I was jumping on the honey block, including those on the opposite side of the honey block (at least, as far as I could tell)
The texture changed when I was jumping up the block. It went away as soon as I got high enough. It was done up against 2 honey blocks, started with a jump. It seemed to have a bit of relation to the
angle of theplayers' positionIt also happened to the other faces while I was jumping on the honey block, including those on the opposite side of the honey block (at least, as far as I could tell)
Piglins don't spawninbastion remnantbounding box inconsistencyBastion remnants don't spawn bastion remnant mobs
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman in bastion remnants doesn't really fit to what the structure is. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to what the structure is. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
Bastion remnants don't spawn bastion remnant mobsEnderman and ghasts spawn inside bastion remnants, while remnant mobs don't
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to
whatthe structureis. This also means that zombie pigmen may spawn inside and scare away Piglins.Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. Magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
Enderman and ghasts spawn inside bastion remnants, while remnant mobs don'tBastion remnant spawns rely on biome entirely
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there.Magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn there, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs in the structure, (Piglins, magma slimes, and hoglins) may not spawn
there, specifically if they are in warped forests which only spawn enderman.Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants mobs spawn based on exclusively biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) may not spawn, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
Bastion remnantspawns rely on biome entirelySpawns which occur within bastion remnants rely on biome entirely
In bastion remnants mobs spawn based on exclusively biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins)
maynotspawn, specifically if they are in warped forests which only spawn enderman.Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants mobs spawn based on exclusively biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
In bastion remnants mob
sspawn basedon exclusivelybiome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants, natural mob spawns are based biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
Spawns which occurwithin bastion remnantsrely on biome entirelyNatural spawns within bastion remnants occur based on biome
In bastion remnants, natural mob spawns are based biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
In bastion remnants, natural mob spawns are based biome. This means that the mobs which generated in the structure, (Piglins, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.In bastion remnants, natural mob spawns are based biome. This means that the mobs which generated in the structure, (Piglins, Piglin Brutes, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside and scare away Piglins.
Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there. However, the mobs that generate in Woodland mansions do not spawn naturally.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
In bastion remnants, natural mob spawns are based biome. This means that the mobs which generated in the structure, (Piglins, Piglin Brutes, magma slimes, and hoglins) will not continue to spawn within the structure, specifically if they are in warped forests which only spawn enderman.
Seeing enderman and ghasts in bastion remnants doesn't really fit to the structure. This also means that zombie pigmen may spawn inside
and scare away Piglins.Consistency:
In witch huts, the mob that generates there also spawns there. For nether fortresses, ocean monuments and pillager outposts, the structure spawns specific mob types relating to the structure. For igloos, aquatic structures and Zombie villages, the mobs that generate there can spawn there, based on biome.
Woodland mansions similarly to bastion remnants, don't spawn the mobs that are there. However, the mobs that generate in Woodland mansions do not spawn naturally.
In nether fortresses, blaze spawners exist and blazes spawn there. However, in bastion remnants, magma cubes may not, depending on biome.The solutions I see are:
A. Making it so that bastion remnants don't spawn in biomes where piglins don't spawn.
B. Making it so that only mobs relating to bastion remnants spawn in bastion remnant bounding box.
Skylightextendsto y=-2048, light occurs below y0Skylight updates occur from y=-1 to y=-2048, light occurs below y0
Why this is an issue: This causes unnecessary lag when doing stuff in void worlds.
From y=-1 to y=-2048 light level for skylight, as shown in debug menu is considered, but for below -2048, it always shows as level 15.
Block light is also considered, but this does not bear a large impact.
Why this is an issue: This causes unnecessary lag to the light thread, particularly when doing stuff in void worlds.
From y=-1 to y=-2048 light level for skylight, as shown in debug menu is considered, but for below -2048, it always shows as level 15.
Block light is also considered, but this does not bear a large impact.
Why this is an issue: This causes unnecessary lag to the light thread, particularly when doing stuff in void worlds.
From y=-1 to y=-2048 light level for skylight, as shown in debug menu is considered, but for below -2048, it always shows as level 15.
Block light is also considered, but this does not bear a large impact.
Why this is an issue: This causes unnecessary lag to the light thread, particularly when doing stuff in void worlds.
From y=-1 to y=-2048 light level for skylight, as shown in debug menu is considered, but for below -2048, it always shows as level 15.
Block light is also considered, but this does not bear a large impact in relation, as skylight has to propagate all the way down.
How to reproduce the lag: get a void world. Fill in something like /fill -90 1 90 90 1 -90 stone . note lag occurs. Then, do /fill -90 0 90 90 0 -90 stone , then fill /fill -90 1 90 90 1 -90 air and then /fill -90 1 90 90 1 -90 stone . Note lag does not occur
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other than gold ingots which the piglin picks up.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b. Give it a golden sword and it will be 1b.
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other
than gold ingots which the piglin picks up.How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b. Give it a golden sword and it will be 1b.Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other such as swords which the piglin picks up.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b. Give it a golden sword and it will be 1b.
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other such as swords which the piglin picks up and inspects.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b. Give it a golden sword and it will be 1b.
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other such as swords which the piglin picks up and inspects.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b.Give it a golden sword and it will be 1b.Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other such as swords which the piglin picks up and inspects to equip, from the point of picking up.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b.
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other such as swords which the piglin picks up
and inspects to equip, from the point of picking up.How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b.Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other items such as swords which the piglin picks up.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b.
Piglins can pick up items, and will have persistence of 1b, which means they leave mobcap and do not despawn. However, inspecting an item does give them persistence 1b, meaning they do not leave mobcap and they will despawn.
This does not apply to items other items such as swords which the piglin picks up, wherein the persistence is set to 1b.
How to reproduce:
use "/data get entity " on the piglin. It has persistence 0b. Give it gold, and the persistence will be 0b.
On checking for where a rabbit can spawn, it checks for if it is a snow layer, not a snow block. 8 stacked snow layers are normally spawnable, and thus are spawnable in that case.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In my opinion they should spawn on both
On checking for where a rabbit can spawn, it checks for if it is a snow layer, not a snow block. 8 stacked snow layers are normally spawnable, and thus are spawnable in that case.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking f
or wherea rabbit can spawn, it checks for if it is a snowlayer, notasnow block. 8 stacked snow layers are normally spawnable, and thus are spawnable in that case.Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if it is a snow, not snow block. 8 stacked snow layers are normally spawnable, and thus are spawnable in that case.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
Rabbitsdon'tspawn on snow blocks,but doon8snow layersRabbits, instead of spawning on snow blocks, spawn on snow layers
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow layer, not snow block. 8 stacked snow layers are normally spawnable, and thus are spawnable in that case.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow layer
, not snow block. 8 stacked snow layers are normally spawnable, andthusare spawnable in that case.Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow layer. From what I can tell, this should be a snow.
8 stacked snow layers are normally spawnable, and thus rabbits will spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow layer. From what I can tell, this should be a snow.
8 stacked snow layersare normally spawnable, and thus rabbits will spawn on them.Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow layer. From what I can tell, this should be a snow.
Snow layers will fail to have successful spawn, unless they have layer=8 as they are normally spawnable. Rabbits will thus spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be a snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as they are normally spawnable. Rabbits will thus spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be
asnow block.Snow layers will fail to have successful spawn, unless they have layer=8 as they are normally spawnable. Rabbits will thus spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as they are normally spawnable. Rabbits will th
usspawn on them.Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as they are normally spawnable. Rabbits will therefore spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as the
yare normally spawnable. Rabbits will therefore spawn on them.Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as those are normally spawnable. Rabbits will therefore spawn on them.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
On checking if a rabbit can spawn, it checks for if the block below is grass, sand, or if it is a snow (a snow layer). From what I can tell, this should be snow block.
Snow layers will fail to have successful spawn, unless they have layer=8 as those are normally spawnable. Rabbits will therefore spawn on them. However, these do not generate naturally, as opposed to grass and sand.
Relates to: https://www.minecraft.net/en-us/article/minecraft-1-14-2-pre-release-1 "Fixed so parrots can spawn on grass blocks and not only on grass"
In the screenshot, the left is snow block, the right is 8 snow layers.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However,
Note that the second screenshot may not
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that the second screenshot may not
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that the second screenshot may not
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that the second screenshot may not work in
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that the second screenshot may not work in
Sculk sensorsdetectvibrations from farther awayand not ones close to themSculk sensors make delay for vibrations from further away than more recent vibrations nearby
Sculk sensors make delay for vibrations from further away than morerecentvibrationsnearbySculk sensors make delay for vibrations from further away rather than more vibrations occurring after closer
Sculk sensors make delay for vibrations from further away rather thanmorevibrations occurring after closerSculk sensors make delay for vibrations from further away rather than vibrations occurring after that occuring closer
Sculk sensors make delay for vibrations from further away rather than vibrations occurring after that occurring closer
Sculk sensors make delay for vibrations from further away rather than vibrations occurring after thatoccurring closerSculk sensors make delay for vibrations from further away rather than vibrations occurring after that happening closer
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick so as to make the trapdoor trigger the sculk sensor reliably.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the
repeater, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.Note that in the second setup, the piston powers after the trapdoor in the same tick so as to make the trapdoor trigger the sculk sensor reliably.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick so as to make the trapdoor trigger the sculk sensor reliably.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick
so asto make the trapdoor trigger the sculk sensor reliably.In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably.
Sculk sensorsmake delay forvibrations from further away rather than vibrations occurring after that happening closerSculk sensors respond to vibrations from further away rather than vibrations occurring after that happening closer
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably, but it can happen with a trapdoor there instead.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably, but it can
happen with a trapdoor there instead.In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably, but it can be done without.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However, sometimes, when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.
Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably, but it can be done without.
This is an issue because it doesn't fit with the concept of the vibrations creating delay as they travel.
In the first attached screenshot, as long as there are no external vibrations, the long delay repeater will never depower.
However,
sometimes,when vibrations are sent from further away than the thing triggering the sculk sensor to clock, as shown in the second screenshot, you can see the vibration being sent, and the delay from the location of the vibration occurs before the sculk sensor powers.Note that in the second setup, the piston powers after the trapdoor in the same tick, which is intentional to make the trapdoor trigger the sculk sensor reliably, but it can be done without.
This is an issue because it doesn't fit with the concept of the vibrations creating delay as they travel.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show this occuring.
I attached a backup of the world to the bug report
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show this occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing are 1000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show this occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing are 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show this occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing a
re10000, 1, 0 and my render distance was 2Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show this occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
When I tested the same setup in 1.16.4, this did not happen.
In this video( https://youtu.be/npMqJtaAJyQ ) I show t
hisoccuring.I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e but not on the client entity list after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e
but not on the client entity listafter I waited 5 minutes.In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity list in the debug list) after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity
list in the debuglist) after I waited 5 minutes.In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither itemsnor creepers seemed to be affected similarly.When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2.
Experience orbs removed from client sidewhen in lazy chunksExperience orbs removed from client side after 5 minutes
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
Upon using command blocks to make sure that the age of the experience orbs did not decrease, the results were the same as with the lazy chunks, meaning that the issue has nothing to do with lazy chunks.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
Upon using command blocks to make sure that the age of the experience orbs did not decrease, the results were the same as with the lazy chunks, meaning that the issue has nothing to do with lazy chunks, they are merely a way of reproducing this issue.
In this video( https://youtu.be/npMqJtaAJyQ ) I show it occuring.
Although the video and the world is from 20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same result
Through testing, neither items nor creepers seemed to be affected similarly.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2.
When summoning exp orbs in lazy chunks, I noticed that they were appearing via /say @e (and after relogging) but not on the client side (as shown in the entity count in the debug menu) after I waited 5 minutes.
Upon using command blocks to make sure that the age of the experience orbs did not decrease, the results were the same as with the lazy chunks, meaning that the issue has nothing to do with lazy chunks, they are merely a way of reproducing this issue.In this video( https://youtu.be/npMqJtaAJyQ
) I show it occuring.Although the video and
theworld is from20w51a, I tested in 21w03a, 1.16.4 and 1.16.5 and got the same resultThrough testing, neither items nor creepers seemed to be affected similarly.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn
Shown here: https://youtu.be/uzdg9frAWvIAlthough the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
I attached a backup of the world to the bug report, the coordinates of the area where I was testing at was 10000, 1, 0 and my render distance was 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn
Shown here: https://youtu.be/uzdg9frAWvIAlthough the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
I
attached a backup of the world to the bug report, the coordinates of the area whereI was testing at was 10000, 1, 0 andmyrender distancewas2.Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIAlthough the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, this issue will still occur for them. This can be seen through combining some newer exp orbs with some older ones, causing the number of exp orbs on the client side to become inconsistent, though the newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible.
Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, this issue will still occur for them. This can be seen through combining some newer exp orbs with some older ones, causing the number of exp orbs on the client side to become inconsistent, though the newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible.
Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus some experience orbs which don't appear on client side will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting the number of exp orbs on the client side to become inconsistent to that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, meaning that some experience orbs will still be visible.Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus some experience orbs which don't appear on client side will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting the number of exp orbs on the client sidetobecome inconsistenttothat on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible,meaning that some experience orbs will still be visible.Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus some experience orbs which don't appear on client side will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting 5 minutes, the number of exp orbs on the client side becomes inconsistent with that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus
some experience orbs which don't appear on client side will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting 5 minutes, the number of exp orbs on the client side becomes inconsistent with that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce clearly with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus this issue will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting 5 minutes, the number of exp orbs on the client side becomes inconsistent with that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds is from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce clearly with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus this issue will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting 5 minutes, the number of exp orbs on the client side becomes inconsistent with that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds
isfrom the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client (after the client has spent 5 minutes around the orb) when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIThough it is harder to reproduce clearly with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus this issue will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where after waiting 5 minutes, the number of exp orbs on the client side becomes inconsistent with that on the server side. The newer exp orbs which either did not combine with other exp orbs or combined with older exp orbs will remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds are from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client (after the client has spent 5 minutes around the orb) when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvI
Though it is harder to reproduce clearly with experience merging, it does lead to a single experience orb living longer than 5 minutes on the server, thus this issue will occur.
This can be reproduced by combining some newer exp orbs with some older ones, where afterwaiting5 minutes,the number of exp orbs on the client sidebecomesinconsistent with that on the server side.The newer exp orbswhicheitherdidnot combine with other exp orbs or combinedwitholder exp orbswill remain visible, leading to the result differing from the other methods of reproducing this.Although the videos and worlds are from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.
Experience orbs get removed by the client (after the client has spent 5 minutes around the orb) when they aren't removed by the server.
Thus, they will appear in /say @e but not on the client, such as in the entity count in the debug menu.
How to reproduce:
Through lazy chunks, where entities do not tick on the server.
Shown here: https://youtu.be/npMqJtaAJyQBy using command blocks to modify the age of the experience orbs so they will not despawn.
Shown here: https://youtu.be/uzdg9frAWvIBy using experience merging, as that modifies the age of the orb.
To reproduce, simply make 2 sets of experience orbs a minute or 2 apart, wait 5 minutes from the first set being made, and the number of exp orbs on the client side will be inconsistent with that on the server side. Since newer exp orbs can either not combine with other exp orbs or the ones that combined older exp orbs to themself, the results are less clear to find as this issue.Although the videos and worlds are from the snapshots, I tested in 21w03a, 20w51a, 1.16.4 and 1.16.5 and got the same results.
Through testing, neither items nor creepers seemed to be affected similarly.
In the test worlds I attached a backup of, I was testing at was 10000, 1, 0 and in the lazy chunk setup, the render distance must be 2.





















They are up against wall blocks
They go up to the height of one block and then fall down
I suppose I wasn't clear, this is not about the mobs (piglins and hoglins) which generate in the structure not generating properly, just about how other types of mobs will spawn based on biome inside, leading to seeing enderman, ghasts, and zombie pigmen inside.
The world with the screenshots was created in pre-release 8. It shouldn't be affected by version, and is not related to the issues of bounding boxes of other versions not applying.
This is all due to soul sand having internal collisions at different heights within it.
can you clarify on what the fix for this is? I've known they get persistent from picking up any item except for golden stuff, (see https://bugs.mojang.com/browse/MC-194720 ), as well as that all piglins can pick up loot. Is it that piglins can only pick up gear now?
If this gets fixed by making snow block, and with 8 snow layers not spawnable to them, I will make a bug report for them spawning on snow blocks but not 8 snow layers. Sorry for being pedantic. Maybe including red sand not being spawnable, but sand being spawnable.
I missed that, my apologies.