Unoriginal Name
- MinceraftDestryr2000
- minceraftdestryr2000
- America/Los_Angeles
- Yes
- No
RepetitiveCrashingRepetitive crashing due to "tessellating block in world"
When I put in the preset code for customized terrain, it doesn't work.
When I put in the preset code for customized terrain, it gives me totally different terrain than what i wrote.
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":false,"useDungeons":false,"dungeonChance":8,"useStrongholds":false,"useVillages":true,"useMineShafts":false,"useTemples":true,"useMonuments":true,"useRavines":false,"useWaterLakes":false,"waterLakeChance":4,"useLavaLakes":false,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":24,"biomeSize":4,"riverSize":4,"dirtSize":1,"dirtCount":0,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":1,"gravelCount":0,"gravelMinHeight":0,"gravelMaxHeight":0,"graniteSize":1,"graniteCount":0,"graniteMinHeight":0,"graniteMaxHeight":0,"dioriteSize":1,"dioriteCount":0,"dioriteMinHeight":0,"dioriteMaxHeight":0,"andesiteSize":1,"andesiteCount":0,"andesiteMinHeight":0,"andesiteMaxHeight":0,"coalSize":1,"coalCount":0,"coalMinHeight":0,"coalMaxHeight":0,"ironSize":1,"ironCount":0,"ironMinHeight":0,"ironMaxHeight":0,"goldSize":1,"goldCount":0,"goldMinHeight":0,"goldMaxHeight":0,"redstoneSize":1,"redstoneCount":0,"redstoneMinHeight":0,"redstoneMaxHeight":0,"diamondSize":1,"diamondCount":0,"diamondMinHeight":0,"diamondMaxHeight":0,"lapisSize":1,"lapisCount":0,"lapisCenterHeight":0,"lapisSpread":0}
for example, i used:instead, it gave me only birch forest
I was fighting the enderdragon, and when I looked at an enderman, I put water over it. The enderman was supposed to become neutral again but it just kept attacking me untilI died.
lol steve skin
my internet connection keeps breaking for some reason and i have to fix it everytime
Powering a levenon an upside-down slab breaks the leverPowering a lever on an upside-down slab breaks the lever
If you use this command
{Id:1,Duration:1000,Amplifier:-5}
/give @p potion{CustomPotionEffects:[]}
You get a potion that gives you speed 1 instead of -4.
This might be intentional, but I'm pretty sure a while back negative amplifiers worked and a speed -4 potion would have slowed you down.
I also noticed that an Amplifier greater or equal to 128 has the same effect, but at
If you use this command
{Id:1,Duration:1000,Amplifier:-5}
/give @p potion{CustomPotionEffects:[]}
You get a potion that gives you speed 1 instead of -4.
This might be intentional, but I'm pretty sure a while back negative amplifiers worked and a speed -4 potion would have slowed you down.
I also noticed that an Amplifier greater or equal to 128 has the same effect, but at Amplifier 256 and greater it sort of warps back to 0 and Amplifier 257 would act the same as Amplifier 1. Similar effect for negative amplifiers below -128
If you use this command
{Id:1,Duration:1000,Amplifier:-5}
/give @p potion{CustomPotionEffects:[]}
You get a potion that gives you speed 1 instead of -4.
This might be intentional, but I'm pretty sure a while back negative amplifiers worked and a speed -4 potion would have slowed you down.
I also noticed that an Amplifier greater or equal to 128 has the same effect, but at Amplifier 256 and greater it sort of warps back to 0 and Amplifier 257 would act the same as Amplifier 1. Similar effect for negative amplifiersbelow -128If you use this command
{Id:1,Duration:1000,Amplifier:-5}
/give @p potion{CustomPotionEffects:[]}
You get a potion that gives you speed 1 instead of -4.
This might be intentional, but I'm pretty sure a while back negative amplifiers worked and a speed -4 potion would have slowed you down.
I also noticed that an Amplifier greater or equal to 128 has the same effect, but at Amplifier 256 and greater it sort of warps back to 0 and Amplifier 257 would act the same as Amplifier 1. Similar effect for negative amplifiers at -129 or below.
If you throw a trident through lava, the trident projectile will be set on fire but mobs it hits won't be set on fire.
If you throw a trident through lava, the trident projectile will be set on fire but mobs it hits won't be set on fire.
Projectiles "forget" their throwers after relooading
Projectiles sorta forget their throwers if you reload a world. For example, if you lower a creeper to half a heart, shoot an arrow into a block above it and then destroy the block, once the arrow kills the creeper, it'll drop xp. If you reload the world before destroying the block, no xp will be dropped.
Another example: if a drowned kills a villager with a trident, it'll normally convert it into a zombie villager. However, if you reload the world before the trident connects, the villager will just die instead.
Husks or zombies lose almost all of their NBT data when they convert into zombies or drowned mobs respectively.
How to reproduce
- Use the command /summon husk ~ ~ ~ {DrownedConversionTime:100,Health:1.0} while underwater. Summoning a zombie also works.
- The husk should have 1 health.
- Wait 100 game ticks for the husk to convert into a zombie.
- The zombie
shouldhave full health.Husks or zombies lose almost all of their NBT data when they convert into zombies or drowned mobs respectively.
How to reproduce
- Use the command /summon husk ~ ~ ~ {DrownedConversionTime:100,Health:1.0} while underwater. Summoning a zombie also works.
- The husk should have 1 health.
- Wait 100 game ticks for the husk to convert into a zombie.
- The zombie will have full health.
Husks or zombies lose almost all of their NBT data when they convert into zombies or drowned mobs respectively.
How to reproduce
- Use the command /summon husk ~ ~ ~ {DrownedConversionTime:100,Health:1.0} while underwater. Summoning a zombie also works.
- The husk should have 1 health.
- Wait 100 game ticks for the husk to convert into a zombie.
- The zombie will have full health.
This affects almost all NBT. Some of the exceptions that I know of are armor, hand items, and custom names.
Not actually fixed. I just tested pushing a pig through a nether portal with a leash attached and the leash disappeared without dropping an item, though it doesn't happen 100% of the time.
Unoriginal Name, this is another issue, it's now Enchantments with string ID, see MC-130580

























These are all of them.
thx
actually, it only doesn't work when i put this preset:
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":29,"useCaves":false,"useDungeons":true,"dungeonChance":1,"useStrongholds":true,"useVillages":true,"useMineShafts":false,"useTemples":true,"useRavines":false,"useWaterLakes":false,"waterLakeChance":3,"useLavaLakes":false,"lavaLakeChance":30,"useLavaOceans":false,"fixedBiome":0,"biomeSize":4,"riverSize":3,"dirtSize":0,"dirtCount":0,"dirtMinHeight":0,"dirtMaxHeight":0,"gravelSize":0,"gravelCount":0,"gravelMinHeight":0,"gravelMaxHeight":0,"graniteSize":0,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":0,"dioriteCount":0,"dioriteMinHeight":0,"dioriteMaxHeight":0,"andesiteSize":0,"andesiteCount":0,"andesiteMinHeight":0,"andesiteMaxHeight":0,"coalSize":0,"coalCount":,"coalMinHeight":0,"coalMaxHeight":0,"ironSize":0,"ironCount":0,"ironMinHeight":0,"ironMaxHeight":0,"goldSize":0,"goldCount":0,"goldMinHeight":0,"goldMaxHeight":0,"redstoneSize":0,"redstoneCount":0,"redstoneMinHeight":0,"redstoneMaxHeight":0,"diamondSize":0,"diamondCount":0,"diamondMinHeight":0,"diamondMaxHeight":0,"lapisSize":0,"lapisCount":0,"lapisCenterHeight":0,"lapisSpread":0}they aren't supposed to move
it might just be visual
Weird. Seems that allocating 2GB RAM fixes it.
never mind. blocking still looks weird
looks like after 2GB RAM allocation, it gets fixed
lol steve skin
my internet connection keeps breaking for some reason and i have to fix it everytime
BTW, what does WAI stand for?
wow i'm stupid
it is not a bug. they can spawn in any block that is liquid
actually, no. every time i re launch minecraft, it resets to 16 chunks
sorry, this isn't fixed yet
i am using the default resource pack
Graphics: Fast
Smooth Lighting: OFF
3D Anaglyph: OFF
GUI Scale: Auto
Clouds: OFF
Fullscreen: OFF
Mipmap Levels: 4
Render Distance: 16 chunks(32 chunks is still extremely glitchy)
Max Framerate: 60 frames
View Bobbing: ON
Brightness: Bright
Particles: Decreased
Use VSync: ON
Alternate Blocks: OFF
Use VBOs: OFF
i summoned a cow
yeah. the cow's invisible. same thing happens with sheep
still happens
I wanted to make a map with armor that strong
Well, in 1.7 if you pour water on a hostile enderman, it will become neutral again.
when using testfor, it will say "Found <entityname>", not "Fount <entityid>"
its because "Chicken" is the entityID. entityIDs are always the same, no matter what. so this is not a bug
oh thx
that doesn't really answer my question though
at least i know where suggestions are now, so i can just say it. it's really annoying for me
i'm sure it is a WAI(works as intended). Endermen are supposed to teleport away when hit, and the fishing rod is supposed to stay with them. i also don't understand how this is a bug
update java and allocate more ram
also above 2^1024(~1.798E308) the y coord will say infinity (you cant just write 1.798E308 for /tp, you have to go to 1.797E308 and use relative coords to go up to "infinity")
the exact number is 4,503,599,627,370,496 (i did some math) after 1.8, it's just a solid wall you can't go up, but you can teleport
you have to use @p, @a, or @r, not *
i think this is intended
cannot reproduce
dupe of
MC-108it doesn't apply for pistons
i don't think you can have things like [] after the asterick then
why can't you just use @a[score_test=1] because if they have a score for objective test, they are definitely tracked by the objective, so this bug shouldn't matter.
no you can't sonicwave, because he wants the execute effect around the player. what you are doing is that any mob around the COMMAND BLOCK will play the pop sound.
also, i don't have this bug
yeah, Morcono is right, so this bug is invalid
this is a dupe of another bug (i can't find number)
sometimes when i go thousands of blocks away and come back, the stuff i built is regenerated with the original terrain
update java
this is kind of fixed, but NoAI dragons cannot be teleported with commands, nor can they take damage, even with /kill
could you describe better? this is not related to the mc launcher, and now you can have render distance 32
that is because it is being set to air, and redstoneblocks every tick. instead of filling air, fill something that redstone can be blaced on. WAI
Make it fire resistance to make it easier to understand.
This affects all mobs and players, not just zombies. Im pretty sure this is intended anyway.
dupe of
MC-65050Edit: Whoops, it's
MC-65040intended, this is why the /trigger command was added
command please?
{Time}If the
tag is set to 0, this is intended
dupe of
MC-73586i think this is intended, this was never reported before but existed for a long time. i dont think zombies are supposed to get mad at other mobs
iron golems have a huge attack range, might be intended
confirmed for 15w45a
Confirmed for 18w16a. Similar effect happens for lingering potions, but not splash potions. Also, lingering potions seem to display twice the duration of tipped arrows.
Similar effect happens when water lands on top of a magma block or soul sand, except the source block is created on top of the magma block or soul sand.
Btw a related issue is that sponges won't absorb water if there are bubble columns between the sponge and water
Similar effect with spawn eggs. For example,
/give d minecraft:skeleton_spawn_egg{EntityTag:{CanPickUpLoot:1b,HandItems:[{id:bow,Damage:0,Count:1,tag:{ench:[{id:49,lvl:2},\{id:50,lvl:1}]}}],ArmorItems:[{},{},{},\\{id:carved_pumpkin,Count:1}],PersistenceRequired:1b,ArmorDropChances:[0.085f,0.085f,0.085f,2.0f],HandDropChances:[2.0f,0.085f]}}only gives you a normal skeleton spawn egg in 18w22a.
i'm pretty sure this is intended
confirmed for 18w22c
Confirmed for 1.13 pre-1
I personally think it's related because this bug took place right after that bug was patched, so it seems like this bug resulted from the fix to that bug. Also both bugs have to do with EntityTag and more specifically the id tag.
They can also pass through entities right in from of them.
Also affects repeaters, enchantment tables, end portal frames, carpets, comparators, and snow layers. Water in waterlogged blocks also does not render its sides.
Does not affect some blocks like beds, trapdoors, piston extensions, and blocks without a collision box other than snow layers. Also affects enchantment tables and extended pistons.
Another inconsistency: sharpness/smite/bane of arthropods affects thrown tridents, but interestingly, sharpness tridents don't do any extra damage to enderdragons
Confirmed for 1.13 pre2
confirmed for 1.13-pre2
Confirmed for 1.13 pre-2
Confirmed for 1.13 pre 2
Very closely related to MC-69821
I noticed a little side effect when a tipped arrow using the CustomPotionEffects tag hits an enderman. The Duration tag is set to 0 after the enderman teleports (i think).
Probably yeah. Both could probably be fixed by adding a NBT tag that has the UUID of the thrower or something.
Yeah seems like having the Name tag fixes the issue.
I saw that bug report but I didn't know it was a duplicate because I really have no idea how resource pack json works.
It's barely noticeable with hostile mobs, and I was kinda surprised that wolves are affected because they have an Angry tag.
Confirmed for 1.13 pre-3
To some it's not convenient at all because it breaks mob farms where magma blocks are part of the killing mechanism and water is used to transport drops. Besides, since bubble columns behave the same as water sources in terms of flowing, it's reasonable to assume that bubble columns are intended to require source blocks and not flowing water.
Oh yeah sorry mobgriefing was false.
I do but I usually can't find the issue I'm looking for :<
2. there's no bubble_column_up because there's a "drag" tag associated with them.
3. that's intended
seems to be fixed
Can confirm for 1.18.1.
Confirmed for 1.19.2.
Can confirm for 1.19.2