Syo Ronpo
- Oare
- oare
- Europe/Stockholm
- Yes
- No
When pushed around with sticky blocks (slime & honey), tridents sometimes "latch" onto adjacent solid blocks after hitting a mob.
This causes the trident to get stuck in the air, completely inert until the block it is latched onto is destroyed.
See video examplehere:
https://www.youtube.com/watch?v=iMhm4cep6VoWhen pushed around with sticky blocks (slime & honey), tridents sometimes "latch" onto adjacent solid blocks after hitting a mob.
This causes the trident to get stuck in the air, completely inert until the block it is latched onto is destroyed.
See attached video example.
When pushed around with sticky blocks (slime & honey), tridents sometimes "latch" onto adjacent solid blocks after hitting a mob.
This causes the trident to get stuck in the air, completely inert until the block it is latched onto is destroyed.
Seeattachedvideo example.When pushed around with sticky blocks (slime & honey), tridents sometimes "latch" onto adjacent solid blocks after hitting a mob.
This causes the trident to get stuck in the air, completely inert until the block it is latched onto is destroyed.
See video example here:
https://www.youtube.com/watch?v=iMhm4cep6Vo
When pushed around with sticky blocks (slime & honey), tridents sometimes "latch" onto adjacent solid blocks after hitting a mob.
This causes the trident to get stuck in the air, completely inert until the block it is latched onto is destroyed.
See video example here:
https://www.youtube.com/watch?v=iMhm4cep6Vo(Edit: I did a very poor job of explaining the issue in my initial message, so allow me to edit it with the second explanation I made in the comments.
Sorry for the mess.)
(Edit: I did a very poor job of explaining the issue in my initial message, so allow me to edit it with the second explanation I made in the comments.
Sorry for the mess.)Tridents sometimes can get left inert floating in the air when pushed by slime blocks.
2 cases of the issue are shown here.
In the first one, a trident is shot straight at a concrete block behind which sit a slime block and a sticky piston.
When the piston is activated, it pushes the slime block and the concrete block and then retrieves both, which should cause the trident to fall down.
But instead of falling down, the trident stays there floating in the air, inert, physically attached to nothing.
It seems it remains "latched" onto the concrete block even though it is not touching it anymore after the retraction, as breaking the concrete makes the trident fall down.In the second case, a trident is shot at an angle, its head landing close to the point where a slime block touches a glazed terracotta block on its side.
When pushed by a sticky piston, the neighboring slime block catches the trident but instead of launching it, it simply pushes it as it would push a block, and then leaves it floating mid-air as in the case above.
Breaking the terracotta block allows the trident to fall down - although, again, both are not physically attached to each other.
Despite the fact Slimes are only supposed to spawn in slime chunks at Y<40 and swamps at Y<70, spawns are attempted by the game in every biome, every tick, with a weight of 100.
As a consequence, spawning rates for other mobs, especially mobs with a low spawning weight, are greatly impacted in a negative way. This is especially clear with certain passive mobs.
As an example of this behavior, here is a video using turtles in a beach biome.
The left side of the video shows plain vanilla Minecraft.
The right side of the video uses a behavior pack which limits slime spawns to Y<40 in all biomes but swamps, where the upper limit is set to Y=70.The results should speak for themselves.
In vanilla Minecraft, during the 5 minutes of the test, only 3 turtles were successfully spawned.
With the adjusted behavior pack, 33 successful spawns were recorded in the same amount of time.
Demonstration videoProposed solution:
Modify Slime spawning rule JSON to include a spawning height limit of40in all biomes but swamps, where the limit should remain 70.Despite the fact Slimes are only supposed to spawn in slime chunks at Y<40 and swamps at Y=<70, spawns are attempted by the game in every biome, every tick, with a weight of 100.
As a consequence, spawning rates for other mobs, especially mobs with a low spawning weight, are greatly impacted in a negative way. This is especially clear with certain passive mobs.
As an example of this behavior, here is a video using turtles in a beach biome.
The left side of the video shows plain vanilla Minecraft.
The right side of the video uses a behavior pack which limits slime spawns to Y<40 in all biomes but swamps, where the upper limit is set to Y=70.The results should speak for themselves.
In vanilla Minecraft, during the 5 minutes of the test, only 3 turtles were successfully spawned.
With the adjusted behavior pack, 33 successful spawns were recorded in the same amount of time.
Demonstration videoProposed solution:
Modify Slime spawning rule JSON to include a spawning height limit of 39 in all biomes but swamps, where the limit should remain 70.
Despite the fact Slimes are only supposed to spawn in slime chunks at Y<40 and swamps at Y=<70, spawns are attempted by the game in every biome, every tick, with a weight of 100.
As a consequence, spawning rates for other mobs, especially mobs with a low spawning weight, are greatly impacted in a negative way. This is especially clear with certain passive mobs.
As an example of this behavior, here is a video using turtles in a beach biome.
The left side of the video shows plain vanilla Minecraft.
The right side of the video uses a behavior pack which limits slime spawns to Y<40 in all biomes but swamps, where the upper limit is set to Y=70.The results should speak for themselves.
In vanilla Minecraft, during the 5 minutes of the test, only 3 turtles were successfully spawned.
With the adjusted behavior pack, 33 successful spawns were recorded in the same amount of time.
Demonstration videoProposed solution:
Modify Slime spawning rule JSON to include a spawning height limit of 39 in all biomes but swamps, where the limit should remain 70.Edit:
After testing the pack uploaded by ArchThunder and confirming it produces similar results as the one I initially attached, I decided to remove mine in favor of theirs. ArchThunder's pack is very close to the concise version proposed by GoldenHelmet.
Edit: this issue is meant for Minecraft Bedrock Edition, not BDS. Please remove thisbur report, I will create another one in the proper category. My apologies for the mess.
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Slimes are supposed to spawn in swamps in light levels 0-7.
However, in version 1.19.81 as well as 1.20.0.22 Preview, slimes only appear to spawn in swamps with a block light level of 0, and don't spawn with block light levels 1-7.
Please find attached a world that demonstrates the issue.
If you remove the lights, slimes will spawn properly. With the lights, slimes won't spawn.-
Edit: this issue is meant for Minecraft Bedrock Edition, not BDS. Please remove thisbur report, I will create another one in the proper category. My apologies for the mess.
-
Slimes are supposed to spawn in swamps in light levels 0-7.
However, in version 1.19.81 as well as 1.20.0.22 Preview, slimes only appear to spawn in swamps with a block light level of 0, and don't spawn with block light levels 1-7.
Please find attached a world that demonstrates the issue.
If you remove the lights, slimes will spawn properly. With the lights, slimes won't spawn.-Edit: this issue is meant for Minecraft Bedrock Edition, not BDS. Please remove thisbur report, I will create another one in the proper category. My apologies for the mess.
Slimes are supposed to spawn in swamps in light levels 0-7.
However, in version 1.19.81 as well as 1.20.0.22 Preview, slimes only appear to spawn in swamps with a block light level of 0, and don't spawn with block light levels 1-7.
Please find attached a world that demonstrates the issue.
If you remove the lights, slimes will spawn properly. With the lights, slimes won't spawn.
Edit: this issue is meant for Minecraft Bedrock Edition, not BDS. Please remove thisbu
rreport, I will create another one in the proper category. My apologies for the mess.Slimes are supposed to spawn in swamps in light levels 0-7.
However, in version 1.19.81 as well as 1.20.0.22 Preview, slimes only appear to spawn in swamps with a block light level of 0, and don't spawn with block light levels 1-7.
Please find attached a world that demonstrates the issue.
If you remove the lights, slimes will spawn properly. With the lights, slimes won't spawn.Edit: this issue is meant for Minecraft Bedrock Edition, not BDS. Please remove this bug report, I will create another one in the proper category. My apologies for the mess.
Slimes are supposed to spawn in swamps in light levels 0-7.
However, in version 1.19.81 as well as 1.20.0.22 Preview, slimes only appear to spawn in swamps with a block light level of 0, and don't spawn with block light levels 1-7.
Please find attached a world that demonstrates the issue.
If you remove the lights, slimes will spawn properly. With the lights, slimes won't spawn.



There were several ways to stack farms in 1.11 and 1.12, but here was mine:
Steps to Reproduce:
1. Place 21 beds next to each other
2. Place a bell near the beds.
3. Place 20 other POIs nearby
4. Move away a few blocks
5. Repeat steps 1 to 4 a couple of times
6. Place pairs of villagers into streams of water the bells
7. Breed the villagers
Observed Results:
In 1.13.0.1, all the villagers get attached to one single village.
Expected Results:
In 1.11 and 1.12, villagers created a new village with each set of 42 POIs.
Here is a video showcasing a working farm in 1.11 using this process.
https://www.youtube.com/watch?v=z66bI1y-HgM
Here is another video detailing a different process but with a similar concept (new village creation in close proximity).
https://www.youtube.com/watch?v=Jlrs00uGU5U
Thank you for the continued support and interest in this issue.
Please find attached a world that should work as expected.
iron farm v1.5.1 Final Release.mcworld
Well seeing it now, the initial video may be a bit too busy to properly show the issue. My apologies for that.
Here is another one that makes it a lot easier to see.
https://youtu.be/_GO1v2nF8mc
2 cases of the issue are shown here.
In the first one, a trident is shot straight at a concrete block behind which sit a slime block and a sticky piston.
When the piston is activated, it pushes the slime block and the concrete block and then retrieves both, which should cause the trident to fall down.
But instead of falling down, the trident stays there floating in the air, inert, physically attached to nothing.
It seems it remains "latched" onto the concrete block even though it is not touching it anymore after the retraction, as breaking the concrete makes the trident fall down.
In the second case, a trident is shot at an angle, its head landing close to the point where a slime block touches a glazed terracotta block on its side.
When pushed by a sticky piston, the neighboring slime block catches the trident but instead of launching it, it simply pushes it as it would push a block, and then leaves it floating mid-air as in the case above.
Breaking the terracotta block allows the trident to fall down - although, again, both are not physically attached to each other.
Reinstalling the driver did not solve the issue for me.
1.16.200
Nvidia driver version 460.79
RTX 2060
I think I may have found what was happening to this user.
As of 1.17.11, Magma Cubes and Skeletons spawn on nether wart when spawned as part of a structure (on hard-coded spawning spots).
Here is a short clip showcasing this on a stripped-down fortress.
https://streamable.com/omgndi
I suggest this report be reopen.
Here are a few pictures taken from Bedrock Edition and Java respectively.
The first two are Bedrock:
https://cdn.discordapp.com/attachments/711018807019307040/899814669903085568/Minecraft_2021_10_19_8_53_10.png
https://cdn.discordapp.com/attachments/711018807019307040/899814688756494387/Minecraft_2021_10_19_8_53_16.png
The next two are Java:
https://cdn.discordapp.com/attachments/711018807019307040/899814824408653895/81.png
https://cdn.discordapp.com/attachments/711018807019307040/899814844885241866/82.png
Both tests were conducted on exactly similar setups:
They were both conducted for exactly 13 minutes, starting with unticked empty cauldrons. At the end of the test, the setup was reset and all the lava cauldrons were replaced with empty cauldrons.
The fill/replace command output clearly shows that only 75 cauldrons had been filled in Bedrock Edition (expected = ~124), vs 124 (expected =~124) in Java.
Can confirm the translation is wrong.
The word used in Japanese means "binoculars" in English instead of "Spyglass".
As reported, a correct word here would be (小型)望遠鏡, or rather 単眼鏡
Thank you for your reply. I just attached the behavior pack as well as the test world.
Can confirm this does happen in v1.18.30.
Here is a link to a video showing the issue.
https://youtu.be/qdLU59pf8Rg
Edit:
I will add that they do start to pathfind towards solid blocks if they fond one in their detection range. They only stay still if no solid block is nearby.
As of version 1.19.50, rabbits appear to take no interest in planted carrots anymore at all.
Attached is a rabbit farm which used to work up until the release of 1.19.50, but doesn't work anymore since.
The coordinates for the farm's AFK point are X=23, Y=90, Z=24.
An older version of the same farm can be seen working here:
https://youtu.be/2p1JjlZ2CjI
20221211 rabbit farm.mcworld
After some testing in v1.20.15, it appears slimes currently can spawn in light levels 1-7.
However, there are a few issues:
All of this is much easier to test in mangrove swamps, where slime spawns at a much higher frequency (probably due to the bug that prevents other mobs from spawning in that biome).
Affects 1.20.60.