Mac Rat
- McRat
- mcrat
- Europe/Stockholm
- Yes
- No
Foxes don't jump over2-block or higher wallsFoxes don't jump over 1.5 block or higher walls
Foxes don't jump over 1.5 blockorhigher wallsFoxes don't jump over 1.5 block high or taller walls
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks or 1.5 block high Fences
Related to
MC-144085
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks
or 1.5 block high FencesFoxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks.
Exception: They can jump over 1.5 block high walls made of Fences & Walls
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks.
Exception: They can jump over
1.5blockhigh walls made of Fences & WallsFoxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks.
Exception: They can jump over Fence blocks & Wall blocks (1.5 blocks high)
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1 block high walls made of blocks. If you try to make a 1.5 block high wall using slabs they don't jump over it.
Exception: They can jump over Fence blocks & Wall blocks (1.5 blocks high)
Foxes don't jump over 1.5-2 block high or taller walls
Foxes don't jump over 1.5-2 block high or taller wallsFoxes don't jump over 1.5 / 2 block high or taller walls
Foxes don't jump over1.5 /2 block high or taller wallsFoxes don't jump over 2 blocks high or taller walls
Foxes are techically able to jump 3-4 blocks high, but they only jump over max
1 block high walls made of blocks. If you try to make a1.5 block high wallusing slabs they don't jump over it.Exception: They can jump over Fence blocks & Wall blocks (1.5 blocks high)
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than walls made of slabs.
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
They sometimes manage to "accidentally" jump over 2 block high walls, when they are trying to jump over a lower height one. (As you can see in the attachment screenshot)
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
They sometimes manage to "accidentally" jump over 2 block high walls, when there's no wall blocking the way or if they are trying to jump over a lower height one. (As you can see in the attachment screenshot)
Fox
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
They sometimes manage to "accidentally" jump over 2 block high walls, when there's no wall blocking the way or if they are trying to jump over a lower height one. (As you can see in the attachment screenshot)
Fox
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
They sometimes manage to "accidentally" jump over 2 block high walls, when there's no wall blocking the way or if they are trying to jump over a lower height one. (As you can see in the attachment screenshot)
Foxes don't jump over 2 blocks high or taller walls, even with a target like a chicken on the other side.
Foxes are techically able to jump 3-4 blocks high, but they only jump over max 1.5 block height walls.
They have an easier time jumping over 1.5 block height fences than 1.5 block height walls made of slabs.
They sometimes manage to "accidentally" jump over 2 block high walls, when there's no wall blocking the way or if they are trying to jump over a lower height one. (As you can see in the attachment screenshot)
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly sluggish for a water mob, so they might be affected by this bug as well.
Related to
MC-48616
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly sluggish for a water mob, so they might be affected by this bug as well.
Related to
MC-48616
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly
sluggish for a water mob, so they might be affected by this bug as well.
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly sluggish for a water mob, so they might be affected by this bug as well.
How to reproduce:
Make a mob chase another/player mob in water, for example:
Zombie chase a player or a villager
Wolf chase a sheep
Notice how slowly they move.
You can compare this to any version before 14w05b to see how much faster the mobs were in water.
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly sluggish for a water mob, so they might be affected by this bug as well.
How to reproduce:
Make a mob chase another/player mob in water, for example:
Zombie chase a player or a villager
Wolf chase a sheep
Notice how slowly they move.
You can compare this to any version before 14w05b to see how much faster the mobs were in water.
So I was playing 19w07a, and noticed a fox hunting fish. However, they were extremely slow in the water, and the hunting looked extremely awkward since they were moving at a snail's pace.
I remembered this old bug (
MC-48616) that caused mobs to move slowly in water, and started to research this, and so I tested it in different versions.14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player. (14w06a actually introduced it)
15w45a ("fix version"): Zombie: 18 seconds to swim to the player. That's about TWO TIMES slower than before.
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tried to test it with Creepers too)
But Foxes are the easiest mob proof that this bug still exists. I also think fish are surprisingly sluggish for a water mob, so they might be affected by this bug as well.
How to reproduce:
Make a mob chase another/player mob in water, for example:
Zombie chase a player or a villager
Wolf chase a sheep
Drowned chase a player of villager, but in 1-block high water
Notice how slowly they move.
You can compare this to any version before 14w05b to see how much faster the mobs were in water.
You can crossbreed Red & Arctic foxes together in-game. This shouldn't be possible.
Red Foxes and Arctic Foxes are two complete seperate species and unable to crossbreed in real life, in fact Red Foxes attack Arctic Foxes when they cross paths
When Foxes eat a soup-type food like Beetroot Soup or Mushroom Stew, they eat the whole bowl.
I expected that the Fox would eat the soup and then leave the empty bowl in its mouth, or drop it on the ground
Related to
MC-144078When Foxes eat a soup-type food like Beetroot Soup or Mushroom Stew, they eat the whole bowl.
I expected that the Fox would eat the soup and then leave the empty bowl in its mouth, or drop it on the ground.
When Foxes eat a soup-type food like Beetroot Soup, Suspicious Stew or Mushroom Stew, they eat the whole bowl.
I expected that the Fox would eat the soup and then leave the empty bowl in its mouth, or drop it on the ground.
Foxes carrytridents the wrong way in their mouthsFoxes carry some items the wrong way in their mouths
Look at the attachment
Some items are rendered the wrong way when Foxes are carrying them in their mouths
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, and Ender Dragon Heads.
Though, I'm not sure if Foxes should even be able to carry them in the first place.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, End Rods, and Ender Dragon Heads.
Though, I'm not sure if Foxes should even be able to carry them in the first place.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, End Rods, and Ender Dragon Heads.
Though, I'm not sure if Foxes should even be able to carry them in the first place.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, End Rods, and
EnderDragon Heads.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, Fences, End Rods, and Dragon Heads.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example Tridents, Fences, Beds, End Rods, and Dragon Heads.
Some items are rendered the wrong way when Foxes are carrying them in their mouths.
For example; Tridents, Fences, Beds, End Rods, and Dragon Heads.
Foxes run back and forth and start to jump backwards for no reason, if there's a target they want to kill, but its guarded by wolves
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oxes run back and forth and start to jump backwards for no reason, if there's a target they want to kill, but its guarded by wolves
oxes run back and forth and start
tojump backwards for no reason, if there's a target they want to kill, but its guarded by wolvesFoxes run back and forth and start jumping backwards for no reason, if there's a target they want to kill, but its guarded by wolves
This bug has been fixed. Weird, since this isn't even assigned.
Foxes run back and forth and start jumping backwards for no reason, if there's a target they want to kill, but its guarded by wolves
Foxes run back and forth and start jumping backwards for no reason, if there's a target they want to kill, but its guarded by wolves (or players)
Conflicted fox behavior when there's a wolf or a player near target
Foxes run back and forth and start jumping backwards
for no reason, if there's a target they want to kill, but its guarded by wolves (or players)
Polar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
BabyPolarbearscaneven chase the Foxes to attack them, but then they stop because they have to be near their parents at all timesPolar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
The Polar Bear can't catcch because it walks slowly 1 block at the time for some reason.
Baby Polar bears can even chase the Foxes to attack them (walk normally), but then they stop because they have to be near their parents at all times
Polar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
The Polar Bear can't catc
ch becauseit walksslowly 1 blockat the time for some reason.Baby Polar bears can even chase the Foxes to attack them (walk normally), but then they stop because they have to be near their parents at all times
Polar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
The Polar Bears can't catch it, because they walk slowly 1 block when chasing foxes.
Baby Polar bears can even chase the Foxes to attack them (walk normally), but then they stop because they have to be near their parents at all times
Polar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
The Polar Bears can't catch
it, because they walk slowly 1blockwhen chasing foxes.Baby Polar bears can even chase the Foxes to attack them (walk normally), but then they stop because they have to be near their parents at all times
Polar Bears seem to attack Foxes, but the behavior is very inconsistent
Adult Polar Bears seem to only attack them if they're right next to them, and it usually completely fails because they just play a bugged version of the attack animation that does no damage. Even when it works, they only hit them once and then the fox runs away.
The Polar Bears can't catch them, because they walk very slowly 1 step at a time when chasing foxes.
Baby Polar bears can even chase the Foxes to attack them (walk normally), but then they stop because they have to be near their parents at all times
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
Seed & Coordinates:
-7630014870577274973
x:
1376 z: 128-I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
Seed & Coordinates:
-7630014870577274973
x: 1376 z: 128-
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
Seed & Coordinates:
-7630014870577274973
x: 1376 z: 128
-I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot, and I also found a completely black bugged shadow nearby which is visual only.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot, (and I also found a completely black bugged shadow nearby which is visual only).
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot
, (and I also found a completely black bugged shadow nearby which is visual only).
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
It randomly fixed itself in world2, but I have no idea by what. world1 is still bugged.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
It randomly fixed itself in
world2, but I have no idea by what.world1 is still bugged.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot.
It randomly fixed itself in World2, but I have no idea by what. World1 is still bugged.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot. There are also these weird pitch black shadows in the world2, as you can see in the attachment.
It randomly fixed itself in World2, but I have no idea by what. World1 is still bugged.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
I teleported to a nearby village and saw this weird shadow, with low light levels so it's not just visual.
I tried these things and none of them worked:
F3 + A
Putting torches on the shadow
Reloading the world
Quitting the game and then reloading
When I created the world again from the same seed, there still was a shadow near the village, but it was in a different spot. There are also these weird pitch black shadows above water lakes in the world2, as you can see in the attachment.
It randomly fixed itself in World2, but I have no idea by what. World1 is still bugged.
Seed & Coordinates:
-7630014870577274973
x: -1376 z: 128
Foxes can't see chickensinthat are in fenced areas or behind blocks anymore
What I expected: Fox sees the chickens inside the fenced area, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Foxes can't see chickens that are in fenced areas or behind blocksanymore
What I expected: Fox sees the chickens inside the fenced area, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Also affects rabbits, and other prey animals
What I expected: Fox sees the chickens inside the fenced area, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
(Also affects rabbits, and other prey animals)
Foxes can't seechickens that are in fenced areas or behind blocksFoxes can't see mobs that are in fenced areas or behind blocks
What I expected: Fox sees the chickens inside the fence
d area, and jumps over the fence to attack them (like in 19w07a)What happened instead: Fox completely ignores the chickens, and doesn't even see them
(Also affects rabbits, and other prey animals)Example1:
What I expected: Fox sees the chickens inside the fence, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Example2:
What I expected: Fox sees the tamed Wolf inside the fence, and avoids it
What happened instead: Fox completely ignores the Wolf inside the fence and is unaffected by it.
Example1:
What I expected: Fox sees the chickens inside the fence, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Example2:
What I expected: Fox sees the tamed Wolf inside the fence, and avoids it / runs away from it
What happened instead: Fox completely ignores the Wolf inside the fence and is unaffected by it.
Foxes can't see mobs that are in fenced areas or behind glass blocks
Example1:
What I expected: Fox sees the chickens inside the fence, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Example2:
What I expected: Fox sees the tamed Wolf inside the fence, and avoids it / runs away from it
What happened instead: Fox completely ignores the Wolf inside the fence and is unaffected by it.
Example1:
What I expected: Fox sees the chickens inside the fence, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Example2:
What I expected: Fox sees the
tamedWolf inside the fence, and avoids it / runs away from itWhat happened instead: Fox completely ignores the Wolf inside the fence and is unaffected by it.
Example1:
What I expected: Fox sees the chickens inside the fence, and jumps over the fence to attack them (like in 19w07a)
What happened instead: Fox completely ignores the chickens, and doesn't even see them
Example2:
What I expected: Fox sees the
tameduntamed Wolf inside the fence, and avoids it / runs away from itWhat happened instead: Fox completely ignores the Wolf inside the fence and is unaffected by it.
Foxes aren't afraid of tamed wolves
liketheywere in some of the older 1.14 versionsFoxes aren't afraid of tamed wolves and they don't avoid them, like in some of the older 1.14 versions
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he "attempts" to teleport but fails and stays in the same spot.
- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how
he "attempts" to teleport(FixedMC-101700) but fails and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how
he "attempts" to teleport(FixedMC-101700) but fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how
(he"attempts" to teleportFixedMC-101700)butfails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he
"attempts" to teleport(MC-101700) fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
Confirmed in 20w28a
Reason being that it's been re-added into the game via false bug report
MC-147516
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Theyappear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he
"attempts" to teleport(MC-101700) fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Theyappear to "lag" in place and attempt to teleport, butfail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he
"attempts" to teleport(MC-101700) fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Theyappear to "lag" in placefail toand attempt to teleport, butdo soand effectively stay inthe same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he
"attempts" to teleport(MC-101700) fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
The bug
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Theyappear to "lag" in place(MC-101700) and fail to teleport, and effectively stay in the same spot. Since the dodging is caused by "looking" at the endermen while they are aggroed while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
How to reproduce
- Spawn an endermen
- Punch its torso area; notice how he
"attempts" to teleport(MC-101700) fails to teleport and stays in the same spot.- Punch its head, it will teleport and dodge the attack.
Endermen won't dodge melee attacks/teleport if the player isn't aiming at their head
Endermen won't dodge melee attacks/teleportif the player isn't aiming at their headEndermen won't teleport/dodge melee attacks if the player isn't aiming at their head
Can't reproduce in 19w39a
Confirmed in 19w34a and 1.14.4
Endermen stop moving if you look at their face,when already hostileEndermen stop moving if you look at their face when they're already hostile
Endermen freeze and stop moving, if you look at their face, even when they are already hostile.
They should only freeze when you're looking at their face when they're neutral and are turning hostile.
How to reproduce:
- Make sure you're in survival mode.
- Make sure the Enderman is hostile towards you.
- Place your crosshair at the Enderman's head.
- --> The Enderman freezes in place.
Endermen stop moving, if you look at their face even when they're already in hostile mode
Endermen freeze and stop moving, if you look at their face, even when they are already hostile.
They should only freeze when you're looking at their face when they're neutral and are turning hostile.
How to reproduce:
- Make sure you're in survival mode.
- Make sure the Enderman is already hostile towards you.
- Place your crosshair at the Enderman's head.
- --> The Enderman freezes in place.
Endermen freeze and stop moving, if you look at their face, even when they are already hostile.
They should only freeze when you're looking at their face when they're neutral and are turning hostile.
How to reproduce:
- Make sure you're in survival mode.
- Make sure the Enderman is already hostile towards you.
- Place your crosshair at the Enderman's head.
- --> The Enderman freezes in place
.Endermen freeze and stop moving, if you look at their face, even when they are already hostile.
They should only freeze when you're looking at their face when they're neutral and are turning hostile.
How to reproduce:
- Make sure you're in survival mode.
- Make sure the Enderman is already hostile towards you.
- Place your crosshair at the Enderman's head.
- --> The Enderman freezes in place
(So in short, for neutral endermen this works as it should, but not for hostile endermen.)
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means other than water: punching, cactus, magma block, anvil etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means other than water: punching, cactus, magma block, anvil etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means other than water: punching, cactus, magma block, anvil etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactus, magma block, anvil etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, anvil/gravel/sand etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, falling anvil/gravel/sand etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, falling anvil/gravel/sand etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, falling anvil
/gravel/sandetc.Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, falling anvil, etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, iron golems, falling anvil, etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, iron golems, falling anvil, fall damage etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, iron golems, falling anvil, fall damage, etc.
Endermen do a weird half-teleport any time they take damage, where they warp somewhere for a microsecond, and then instantly return back to the same location where they took damage at.
How to reproduce:
Make the enderman take damage by any means (other than water): punching, cactuses, magma block, campfire, iron golems, falling anvil, fall damage, etc.
Best tested in night time, as they don't do the random teleportation they do at daytime.
Cats don't come near the player when he's holding raw fish and sneaking, instead they run away which makes them near impossible to tame
(Untamed) Cats don't come to the player when holding fish, if sneaking
(Untamed)Cats don't come to the playerwhen holding fish, if sneakingCats don't come to the player if they're sneaking while holding the fish
Cats don't come near the player when he's holding raw fish and sneaking, instead they walk/run away which makes them near impossible to tame
Endermen make the scream noisewhen they turn from agressive to non-agressiveEndermen make the stare sound when they turn from agressive to non-agressive
When Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
When Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
Other ways this can happen is when they teleport to another location due to water for example, and can't find the player anymore.
Endermen make the stare sound when they turn from agressive back to non-agressive
When Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
Other ways this can happeniswhenthey teleport to another location due to water for example, and can't find the player anymore.Sometimes when Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive
Sometimes when Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
Edit: It seems to be very inconsistent to reproduce. Sometimes happens 100% of the time and sometimes it doesn't.
Endermen makethestare sound when they turn from agressivebackto non-agressiveEnderman makes stare sound when turning from agressive to non-agressive
Sometimes when Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2.
Switch to Creative-mode= The Enderman will make the stare-scream sound for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
Edit: It seems to be very inconsistent to reproduce. Sometimes happens 100% of the time and sometimes it doesn't.
When Enderman are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure you are looking his face
3. Switch to Creative-mode
= The Enderman will make the stare-scream sound for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
When Enderm
an are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure
you are looking his face3.
Switch to Creative-mode= The Enderman will make the stare-scream sound for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
When Endermen are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
This seems to only happen if you're looking at their face when they turn neutral.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure to look at his face once to trigger the stare sound before step 3
3. Look at his face while you switch to Creative-mode
= The Enderman will make the stare-scream sound again for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
When Endermen are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
This seems to only happen if you're looking at their face
whenthey turn neutral.Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure to look at his face once to trigger the stare sound before step 3
3. Look at his face while you switch to Creative-mode
= The Enderman will make the stare-scream sound again for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
When Endermen are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
This seems to only happen if you're looking at their face the moment they turn neutral.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure to look at his face once to trigger the stare sound before step 3
3. Look at his face while you switch to Creative-mode
= The Enderman will make the stare-scream sound again for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
When Endermen are hostile, and they turn back to neutral, they make the stare scream sound that's normally only triggered by staring at them.
This seems to only happen if you're looking at or near their face the moment they turn neutral.
Easiest way to reproduce:
1, Go to survival and aggro an Enderman.
2. Make sure to look at his face once to trigger the stare sound before step 3
3. Look at his face while you switch to Creative-mode
= The Enderman will make the stare-scream sound again for no reason
This can also happen when you're fighting an enderman during the day and it teleports away and turns non agressive.
I can confirm that bees follow the player into the water when aggressive
You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all other baby mobs but not
zombies.You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all other baby mobs but not zombies (and zombie villagers)
You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all other baby mobs but not for zombies (and zombie villagers).
Cannot spawn Baby Zombies by right-clicking on adult zombies
Cannot spawn Baby Zombies by right-clicking on adult zombies (and other zombie variants)
You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all other baby mobs but not for zombies (and drowned and zombie villagers).
Cannot spawn BabyZombies by right-clicking on adult zombies (and other zombie variants)Cannot spawn Baby variants of certain mobs by right-clicking on the adult ones
You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all other baby mobs but not for zombies
(anddrowned and zombievillagers).You can't spawn baby zombies by using the zombie spawn egg on adult zombies.
This works for all the other baby mobs but not for zombies, zombie villagers, drowned and zombie pigmen.
You can't spawn babyzombies by using the zombie spawn egg on adult zombies.This works for all the other baby mobs but not for
zombies,zombie villagers,drowned andzombiepigmen.
Random Feedback on Feedback Site is not truly random
https://feedback.minecraft.net/hc/en-us
What I expected:
Random Feedback selects 3 feedback posts randomly out of all submissions
What happens instead:
Random Feedback only selects the top-rated suggestions with thousands of upvotes, never any underrated hidden gems, which defeats the purpose of the function.
https://feedback.minecraft.net/hc/en-us
What I expected:
Random Feedback selects 3 feedback posts randomly out of all submissions
What happens instead:
Random Feedback only selects the top-rated suggestions with thousands of upvotes
,never any underrated hidden gems, which defeats the purpose of the function.https://feedback.minecraft.net/hc/en-us
What I expected:
Random Feedback selects 3 feedback posts randomly out of all submissions
What happens instead:
Random Feedback only selects the top-rated suggestions with thousands of upvotes and never any underrated "hidden gems", which defeats the purpose of the function.
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to notice the very subtle light-grey squares appearing on the ice
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to notice the very subtle light-grey squares appearing on the ice
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to notice the very subtle light-grey squares appearing on the ice
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to
notice the very subtle light-grey squares appearing on the iceHow to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to see the (very subtle) light-grey squares appearing on the ice
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to see the (very subtle) light-grey squares appearing on
theice
Subtle light-grey/see-through squares appearing on ice
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to see the (very subtle) light-grey squares appearing on ice
Looks like they render a bit different at least in 22w15a
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to see the (very subtle) light-grey squares appearing on ice
Looks like they render a bit different, more see-through looking, at least in 22w15a
How to reproduce:
Create a world where the floor is made entirely out of ice
Fly and look around to see the (very subtle) light-grey squares appearing on ice
Looks like they now render a bit different, more see-through looking, at least in 22w15a
I can't reproduce. Probably fixed due to some of the new light engine changes.









































I said it in the bug report. I posted this on the official minecraft feedback site, but the mod said I should report it as a bug instead, and deleted the post.
I think them putting it it's mouth is intentional. They have a special eating animation for berries & meat etc.
I wonder if they ever drop the item though? Would be pretty sad if you had to kill one to get it back
You can just give it food and it will glady give you the item back anyway
Can confirm
I think this is just how mob targeting works in the game, and not specific to the fox
Doesn't this bug still kinda exist? Mobs are way faster in water in release 1.7.4 than 15w45a or any later version.
Should I make a new bug report? Or should this be reopened?... Or should I suggest it as a feature on reddit or https://feedback.minecraft.net
It's very easy to notice when you see foxes hunting fish in water, how this bug is still in the game, altough not as severe.
And so I tested it in different versions.
14w05b (before the bug) : Zombie: 9.5 seconds to swim to the player
15w45a ("fix version"): Zombie: 18 seconds to swim to the player
Latest version: Zombie/Creeper: about ~15 seconds to the player in water (Zombies now sink to the bottom so I tested with Creepers too)
First of all, macroevolution is not a legit site. It even had a page for a cow-dog hybrid which certainly doesn't exist.
Retrieverman has pictures of hybrids which have been created by artificial insemination. They have not naturally crossbred in the wild.
This seems to be the most accurate source:
https://livingwithfoxes.weebly.com/hybrid-fox-color-mutations.html
I think the hybrids in the retrieverman site might not actually even be real red fox / arctic fox hybrids, but instead hybrids with a completely another fox
You're in Creative in that picture tho
Its not a bug because they intentionally made the eyes look cute
Cannot reproduce
Yeah, that is your screenshot
No it's not. They are different species and this never happens in the wild. They are natural enemies.
All sheeps in minecraft are the same species, with just different colored wools.
Maybe not the biology, but at least the behavior
I posted this comment on a reddit post:
''Mojang tries to make animals accurate as possible to IRL as possible, and that's why they avoid adding some mobs because they fear they misrepresent them in-game. Like sharks for example.
They even went as far as to not make foxes tamable, and instead made it so that only their babies are tamed. Just like it works irl.''
So, even if you think they should be breedable, they shouldn't be able due to the fact that Red Foxes hunt and eat Arctic Foxes
Where as the different pandas, or sheep etc. aren't enemies with each other in the wild
Yeah there's no way this is not intentional considering they can spawn with emeralds in their mouths
Also confirmed for 19w07a
Cannot reproduce on superflat with a spawned fox
Both
Confirmed
Did they spawn while already holding an item in their mouth? Like an egg or a leather?
I can also confirm
This happened to me in 19w08a
This might have something to do with the new eye height change of the foxes (from 19w08a)
Thought I don't understand how it would affect their vision through glass.
Can't be tested in the latest snaphot because of
MC-144623This bug can't be tested in the latest snapshots either, because of
MC-144623This bug has been fixed. Weird, since this isn't even assigned.
Well, I tested it and large polar bears can now chase and attack foxes with no problem. You can test for yourself, so we can close this bug
@Pokechu22 Hello, this bug can be closed now
Confirmed for 1.14
This bug is still in 1.14
Please update the report
No it hasn't been. This bug appeared in the version that updated Enderman AI to use the same system as Zombies & Skeletons
Test it in
1.7.214w05b to see for yourselfAffects 1.14.4 and 19w34a
Confirmed for 19w39a and 1.14.4
Confirmed for 19w39a and 1.14.4
Confirmed for 19w39a and 1.14.4
Confirmed for 19w39a and 1.14.4
Confirmed for 19w39a and 1.14.4
Confirmed for both 19w39a and 1.14.4
Affects both 19w39a and 1.14.4
Still in 19w39a
When the stare behavior was first added they only froze when looked at initially. (You can test this in 1.7.2 for example)
Then it got bugged in later versions
Now that the stare behavior got re-added/fixed this is completely new behavior
Confirmed on beta 1.13.0.6
I can't reproduce this in 19w34a. Pushing endermen away from the magma block/cactus stops them from taking damage.
The bug is gone. Looks like this was just a
MC-101700duplicateThis bug probably appeared as a side-effect from fixing
MC-88209andMC-115567Confirmed for 19w35a
Confirmed for 19w35a
Confirmed for 19w35a
Confirmed for 19w35a
Confirmed for 19w35a. This could be intended though.
Confirmed for 19w35a
I believe this is "Works as Intended"
Confirmed for 19w35a
Confirmed for 19w35a
You can also reproduce this just by using third person view (f5) to see behind a wall
Confirmed for 19w35a
I can't reproduce this, as usually they can't even see the chicken behind glass because of
MC-144623Confirmed for 19w35a
Confirmed in 19w35a but the bug is for Adult Bees too, please update this report
Confirmed for 19w35a
They don't shoot unless they are really close. This looks like a pathfinding issue then, if there was a clear way up
But the Ravager still uses the same AI for breaking blocks and attacking villagers, why can't it have its own AI that it keeps chasing villagers when the Pillager is reloading.
Confirmed for 19w35a
Confirmed for 19w35a
Can you update the
MC-2871then? and make me the Reporter, as it is a really old bug report that needs to be updated.Confirmed for 19w35a
Confirmed for 19w35a
Confirmed for 19w35a
I noticed because in the earlier versions you had to crouch to tame ocelots, while in 1.14 the cats only come to the player, if you walk normally. Would make sense that both sneaking AND walking would work.
I can't reproduce the ice glitch in 19w40a.
I think it might've been fixed by the new rendering engine.
Confirmed in 20w06a
Confirmed in 20w07a
Ok, so after testing it seems like you can't even walk/move while sneaking at all. You have to stand still.
This makes taming really difficult, because you can't go closer to them without moving. You just have to stand still and hope that one of the cats randomly walks towards your direction after a while.
Can't reproduce in 20w12a
This bug can be closed now.
Fixed in 20w21
I'm guessing somehow as a result of fixes to
MC-147516I can still easily reproduce this. Check the attachment.
Still affects version 20w21a
Affects 20w21a
Not sure if it was worth making it's own report, but it's related:
MC-185977
Affects 20w22a.
Re-open this issue, as it's not clearly intended after they're already turned hostile.
You can test this in the older versions like 14w05b or 1.7.2 where it's not present. It's never been a thing any older version.
I think Henrik fixed the original bug. The behavior when looking at their face is different from 20w22 when compared to 1.16-pre2.
It has instead been replaced with a worse version of
MC-159757where Enderman are now even unable to teleport when looked at, making them completely defenseless to the player as long as you look at them.Related to MC-185006
Affects 1.16.1
I was going to mention the bug fix of
MC-147516at first because I do think it's a side effect caused by the fix, but then decided not to.They can now attack normally without stopping due to that fix, as intended... But they can now also sometimes suddenly attack 2 times in a row out of nowhere. This unexpected inconsistency can mess with the player's blocking and expected health during the fight.
I'll try to provide a clip when I can during the 24 hours.
Affects 1.16.1
Fixed in 1.16-pre-2 or 1.16-pre-1
Affects 20w27a
In 20w27a
This is an intended change in one of the 1.16 pre-releases or snapshots, though I can't remember which one.
Confirmed in 1.16.1 and 20w27a
Related to my bug report
MC-192857Confirmed in 1.16.1 and 20w27a
Ummm... So you guys just reintroduced
MC-101374back which was finally fixed?Confirmed in 20w28a
Reason being that this bug has been re-added into the game via false bug report
MC-185684Confirmed in 1.16.1 and 20w29a
I can reproduce in 1.16.2 pre-release 1
Sure. Added it as attachment.
Can confirm in 21w38a
I just realized I probably should've put this under Java Edition
edit: Well I now made a new one under Java too
In 23w04a
In 23w04a
Oh someone has posted this. I never knew this bug has affected others as well. About 3 years ago I think I had all my posts removed and I couldn't see my comments either. I was one of the most active posters there at the time and had probably 100-200 suggestions so it really hurt, especially since I had no backups. I tried to communicate the mods and admins, but got no response so I just gave up. All that effort went to waste.
In 23w05a
In 23w05a
In 23w05a and affects Piglins as well.
Can confirm in 23w05a
In 23w05a
In 23w05a
Confirmed in 23w05a
Confirmed in 23w05a
Confirmed in 23w05a
I can reproduce in 23w06a, so this bug can be re-opened
They also have low knockback resistance unlike Hoglins for example
Confirmed in 1.20
Sooo this can be closed?
Confirmed in 1.20
Confirmed in 1.20 using @Skaijie's method
Confirmed in 1.20
Confirmed in 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Confirmed in 1.20
Affects 1.20
And affects Spiders as well
In 1.20
Reproduced this by accident
Confirmed in 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Can't reproduce in 1.20
It looks like the Ravager is being slowed down by the riding Pillager's crossbow reload much like players are when reloading
Confirmed for 1.20
I didn't test any snapshot versions but it seems like 1.13.2 is one of the last versions where they react fast to being attacked
Affects 1.20
Affects 1.20
Affects 1.20
Affects 1.20
Affects 1.20, saw it happen in a naturally generated Savanna village
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Requesting ownership for this bug report considering the original reporter hasn't been active in 4 years
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
Affects 1.20.1 Release Candidate 1
I can't reproduce in 1.20
Affects 1.20.1 Release Candidate 1
Affects 1.20.1
Affects 1.20.1
Affects 1.20.1
Related to MC-208015
Confirmed in 1.20.1
It looks like it tends to happen when the fireball comes at certain diagonal angles when the Ghast is above the player
Can confirm in 1.20.1
I saw a cleric villager just standing still outside at night in my superflat world, not moving for maybe 2 minutes until I set the time to day.
Not sure if the bug is caused by me using the "/time set night command" in the first place though.
Affects 1.20.1
Affects 1.20.1
Affects 1.20.1
Affects 1.20.1
Wouldn't directly fixing this make it so when sneaking under a slab, the player's head clips into the slab instead?
Affects 1.20.1
Affects 1.20.1
I can reproduce it in 1.20.1 via spawning the zombie on a magma block. The zombie does a growl once when it spawns, which plays at the same time as the hurt sounds. However, after that it only makes hurt sounds.
edit: So basically the bug probably should be called "mob sounds don't get cut off by their hurt/dying sounds", unless there's some another way to reproduce this bug
Affects 1.20.1
Villages in water wouldn't be a problem if the houses didn't float and the ground connected to the bottom of the ocean.
Affects 1.20.1.
Here's the seed. (Bonus: the ladder is waterlogged by an aquifer which flows into the basement).
Confirmed in 1.20.1 using the same seed from the report
Confirmed in 1.20.1
I was doing archeology in underwater ruins and after I killed the initial Drowned that spawned with the structure I only saw 1 for like 30 minutes
Also affects other structures like Igloos (1.20.1)
I think you forgot to mark it as duplicate