Matthew
- matthewdog6
- JIRAUSER676711
- Europe/Stockholm
- Yes
- No
When I was experimenting with the wither, I tried to use a really strong arrow of healing, but it didn't damage it more than a regular arrow would of. I then tried the same level using a splash potion of healing, and it one-shot it. I also used effects level 1 and 2 for healing and the arrow still did no more damage than a regular arrow, but the splash potion did.
Here is a command for a strong arrow:
/give @p tipped_arrow{CustomPotionColor:16711842,display:{Name:'[
{"text":"Arrow of Healing","italic":false}]'},CustomPotionEffects:[\{Id:6,Duration:1,Amplifier:124,ShowParticles:0b,ShowIcon:0b}]}
Here is a command for a strong splash potion:
/give @p splash_potion{CustomPotionColor:16711842,display:{Name:'[
{"text":"SplashPotionof Healing","italic":false}]'},CustomPotionEffects:[\{Id:6,Duration:1,Amplifier:124,ShowParticles:0b,ShowIcon:0b}]}
When I was experimenting with the wither, I tried to use a really strong arrow of healing, but it didn't damage it more than a regular arrow would of. I then tried the same level using a splash potion of healing, and it one-shot it. I also used effects level 1 and 2 for healing and the arrow still did no more damage than a regular arrow, but the splash potion did.
Here is a command for a strong arrow:
/give @p tipped_arrow{CustomPotionColor:16711842,display:{Name:'[
{"text":"Arrow of Healing","italic":false}]'},CustomPotionEffects:[
{Id:6,Duration:1,Amplifier:124,ShowParticles:0b,ShowIcon:0b}]}
Here is a command for a strong splash potion:
/give @p splash_potion{CustomPotionColor:16711842,display:{Name:'[
{"text":"Splash Potion of Healing","italic":false}]'},CustomPotionEffects:[
{Id:6,Duration:1,Amplifier:124,ShowParticles:0b,ShowIcon:0b}]}
This is specifically the wither being immune to arrows of healing specifically, it has nothing to do with the complications of damage implication with arrows of harming/ healing for undead mobs and the bow's power
Sculk Catalysts will sperad if a baby mob dies around itSculk Catalysts will spread if a baby mob dies around it
I was messing around with the warden and spawners until I saw that the warden is invisible for like a frame when it is spawned in. I saw this because I had hitboxes active and I could see the warden's hitbox appear before the model loads in.
To repeat this, Grab a spawner and right click it with a warden spawn egg, then, turn on hitboxes and wait to see that there is a moment where the warden's hitbox is visible but the warden itself isn't.
I would try to screenshot it, but I tried countless times and couldn't time it just right.
Just to note, I tried this with other mobs and it doesn't seem like they have this behavior when spawning in
I was messing around with the warden and spawners until I saw that the warden is invisible for like a frame when it is spawned in. I saw this because I had hitboxes active and I could see the warden's hitbox appear before the model loads in.
To repeat this, Grab a spawner and right click it with a warden spawn egg, then, turn on hitboxes and wait to see that there is a moment where the warden's hitbox is visible but the warden itself isn't.
I would try to screenshot it, but I tried countless times and couldn't time it just right.
Just to note, I tried this with other mobs and it doesn't seem like they have this behavior when spawning in.
I was messing around with sculk shriekers when I saw this texture glitch. It only appears when any block is placed to the east of the shrieker and the west side's texture just vanishes.
This only happens to the inside texture of it and applies to both shriekers, the one that can summon the warden and the one that doesn't.
When I was testing the warden, I had noticed that the warden was detecting its own exp on death. I don't think I had seen it before but it started to detect the exp on death.
To replicate this behavior, summon a warden with the gamerule domobloot true, then kill a warden and stand back as the exp will send vibrations as they hit the ground to the warden in its death animation.
Also the picture is really hard to get but you can see it is detecting the exp by the glowing on its sensors.
When I was messing around with the warden again, I found out that it cannot spawn on one snow layer unlike other mobs that can spawn on one snow layer and only one snow layer, not two.
To repeat this, setblock a sculk shrieker with the can summon value,
/setblock ~ ~ ~ minecraft:sculk_shrieker[can_summon=true]
then block every spawnable spot, or go high in the air, and only allow it to spawn on snow layers. You also must have a big enough spawning space as the warden doesn't spawn on a single block from testing.
You can then do this with other mobs like zombies and skeletons and see that they will spawn there as long as it is only a single snow layer and not two or three.
You can remove the snow layer and see that the warden spawns normally afterward.
I was messing around with the warden until I saw that the warden kept roaring at the piglin that had angered it and had transformed into a zombified piglin.
This also works for hoglins transforming into zoglins as long as the zoglin doesn't hit the warden.
This only happens when the warden is mad at the piglin/hoglin first, then transforms and continues to roar until it detects the zombified piglin or zoglin.
This also seems to happen when a fox is naturally spawned into the world holding an item or spawned in with a spawn egg that has it holding an item.
Out of all the spawn eggs, the gear equip sound plays every time I place down a zombified piglin with their spawn egg, it doesn't seem like it is any other spawn egg that creates this sound.I had found out that any time a mob spawns in with weapons or armor, like a skeleton or zombified piglin, they play the "Gear Equips" sound. It also happens if they are summoned in with spawn eggs like the zombified piglin I had in the screenshot below.
Gear Equip Sound Plays whenUsing Zombified Piglin Spawn EggGear Equip Sound Plays when Mobs Spawn in with Weapons or Armor
I don't know if this constitutes as a bug or not, but if the warden picks up a signal and dies while the signal is traveling to the warden, it does its detection thing during the death animation. This is similar to a bug I had reported before, but this is during the signal traveling to the warden and dying and not after it died.
The part I am referring to as the bug is that it does its detect animation after the signal travels to it during the death animation. Instead, I would think after the signal travels to it, the detect animation wouldn't happen if it dying after receiving the signal.
I don't know if this constitutes as a bug or not, but if you or any mob hits the warden during the emerging animation, the warden will go out and attack them after the animation is done. The part I think is a bug is that
nothing can damage itduring this emerging animation so I would think it shouldn't attack you only until after you hit it and its out of its emerging animation.I don't know if this constitutes as a bug or not, but if you or any mob hits the warden during the emerging animation, the warden will go out and attack them after the animation is done. The part I think is a bug is that it is invulnerable during this emerging animation so I would think it shouldn't attack you only until after you hit it and its out of its emerging animation.
When a warden is spawned in by a sculk shrieker, it can sometimes have a chance to fail, even if there is spawnable spaces available.
A way to replicate this is to setblock a sculk shrieker with the can_summon tag set to true, then build an area like a 3x3 platform in the air, then continuously spawn the warden. Most of the time it works, but sometimes he just fails to spawn in as in the attached screenshots.
You can also do this with a 1x1 platform and get faster results.
Personally, I think the warden checks all the blocks around it to try and spawn on them, and it also checks blocks it cannot spawn on, like the shrieker, and if it picks it, it doesn't check to see any other blocks that are spawnable and so it fails.
With that, there may be a very rare chance that the warden will not emerge in the deep dark or ancient cities in a gameplay standpoint.




























































I was mentioning that the mob was specifically out of reach
I re-did my report to get what I was saying in report
MC-250057Kill a skeleton horse trap from out of range from activation distance, then when in its death state, move into its activation range to where it will activate.
It does, I couldn't find it through searching
It would make sense that the sculk sensor would detect flying mobs as they use their wings, creating vibrations in the air
Do you mean that snow layers can block an enchanting table from detecting bookshelves if placed between each other, resulting in not detecting those bookshelves?
This isn't a duplicate of MC-19757 as the horse mobs will move and look around on their own during the death animation because I believe they don't have any code for them to stop this behavior as if they were still alive compared to MC-19757 as to where a mob that is turning before it dies continues to turn to that position until they are there and won't turn anymore compared to the horse which has a mind of its own.
I don't think this is a duplicate of my other ticket because this isn't an idle sound the warden plays during its death animation. I created that other ticket about how there are a few mobs that create idle sounds during the death animation without the player interacting with them, but this ticket is about a specific thing the warden does if you touch him in the death animation as it only happens once and in a very specific scenario.
I am adding another comment to my ticket because I want to confirm with someone that this ticket I made may not be a duplicate as may be implied.
I don't know how to take a video of this in action, and every screenshot I take doesn't show it in action. The only easy way I know how to do it is to have the ravager attack you and die to you wearing thorns as it guarantees that this bug happens. The command I had provided makes it easier to perform this bug, as the ravager only has one health and will die on contact to the player wearing thorns, demonstrating this bug in action.
I have just tested this bug in the snapshot 22w42a, and it has now been fixed with the fix of
MC-255164I just tested this bug in the latest version, 23w41a, and it appears to be working as intended now