PancakeIdentity
- PancakeIdentity
- pancakeidentity
- America/Denver
- Yes
- No
In the two screenshots attached, the blocks with redstone dust on them have a light level of 7 or less, which would allow monsters to spawn. I can see the top being unlit intentionally, but the 1st floor also has some dark spots.
Pre-1 update: The top is fixed but the 1st floor still has dark spots
In the two screenshots attached, the blocks with redstone dust on them have a light level of 7 or less,which wouldallow monsters to spawn. I can see the top being unlit intentionally, but the 1st floor also has some dark spots.Pre-1 update: The top is fixed but the 1st floor still has dark spots
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are [WIP]:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
The plains church has a few dark areasMany village houses are inadequately lit
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are [WIP]:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
- minecraft:village/desert/houses/desert_armorer_1
- minecraft:village/desert/houses/desert_shepherd_house_1
- minecraft:village/desert/houses/desert_small_house_6
- minecraft:village/desert/houses/desert_tannery_1
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are [WIP]:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
- minecraft:village/desert/houses/desert_armorer_1
- minecraft:village/desert/houses/desert_shepherd_house_1
- minecraft:village/desert/houses/desert_small_house_6
- minecraft:village/desert/houses/desert_tannery_1
- minecraft:village/savanna/houses/savanna_butchers_shop_2
- minecraft:village/savanna/houses/savanna_medium_house_1
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are [WIP]:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
- minecraft:village/desert/houses/desert_armorer_1
- minecraft:village/desert/houses/desert_shepherd_house_1
- minecraft:village/desert/houses/desert_small_house_6
- minecraft:village/desert/houses/desert_tannery_1
- minecraft:village/savanna/houses/savanna_butchers_shop_2
- minecraft:village/savanna/houses/savanna_medium_house_1
- minecraft:village/snowy/houses/snowy_butchers_shop_2
- minecraft:village/snowy/houses/snowy_shepherds_house_1
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are [WIP]:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
- minecraft:village/desert/houses/desert_armorer_1
- minecraft:village/desert/houses/desert_shepherd_house_1
- minecraft:village/desert/houses/desert_small_house_6
- minecraft:village/desert/houses/desert_tannery_1
- minecraft:village/savanna/houses/savanna_butchers_shop_2
- minecraft:village/savanna/houses/savanna_medium_house_1
- minecraft:village/snowy/houses/snowy_butchers_shop_2
- minecraft:village/snowy/houses/snowy_shepherds_house_1
The blocks with redstone dust on them in the image have a light level of 7 or less, allowing monsters to spawn on them.
The structures affected are:
- minecraft:village/plains/houses/plains_butcher_shop_2
- minecraft:village/plains/houses/plains_fletcher_house_1
- minecraft:village/plains/houses/plains_library_2
- minecraft:village/plains/houses/plains_stable_1
- minecraft:village/plains/houses/plains_temple_4
- minecraft:village/desert/houses/desert_armorer_1
- minecraft:village/desert/houses/desert_shepherd_house_1
- minecraft:village/desert/houses/desert_small_house_6
- minecraft:village/desert/houses/desert_tannery_1
- minecraft:village/savanna/houses/savanna_butchers_shop_2
- minecraft:village/savanna/houses/savanna_medium_house_1
- minecraft:village/snowy/houses/snowy_butchers_shop_2
- minecraft:village/snowy/houses/snowy_shepherds_house_1
- minecraft:village/taiga/houses/taiga_medium_house_1
- minecraft:village/taiga/houses/taiga_medium_house_2
Stonecutter blades are much brighert when north/south than east/west
Stonecutter blades are much brighertwhen north/south than east/westStonecutter blades are much brighter when north/south than east/west
No matter the nbt used, crossbows will not display as loaded in advancement icons. The nbt I'm specifically using is {{{{{tag:{ChargedProjectiles:[
{id:'minecraft:arrow',Count:1b}],Damage:0,Charged:1b}}}}}}, though I've tried other variations in the past and they haven't worked. Other users have also confirmed to me that they haven't been able to get it to work.
This tag was added in 20w09a along with targets. Targets are compatible with all projectiles included in the tag (as well as ender pearls, xp bottles, and llama spit). The tag is currently only used for chorus flowers. If added to the tag, ender pearls, xp bottles, and llama spit will all break chorus f
ruit.This tag was added in 20w09a along with targets. Targets are compatible with all projectiles included in the tag (as well as ender pearls, xp bottles, and llama spit). The tag is currently only used for chorus flowers. If added to the tag, ender pearls, xp bottles, and llama spit will all break chorus flowers.
The bug
The minecraft:impact_projectiles entity_types tag was added in 20w09a along with targets. Targets are compatible with all projectiles included in the tag (as well as ender pearls, xp bottles, and llama spit). However they don't use this tag, it is only used by chorus flowers.
If the tag were to be used by both blocks, ender pearls, xp bottles, and llama spit will all break chorus flowers. An alternative fix would be to add a different tag specific to targets that includes the impact_projectiles.
How to reproduce
- Download and enable the attached data pack mc-173773.zip
. This data pack replaces the impact_projectiles tag to only include tridents.
- Shoot a chorus flower with a trident, then with an arrow.
Notice that this is successful with the trident but not with the arrow
- Shoot a trident at a target block, then shoot an arrow.
Notice that this is both successful, proving that the impact_projectiles tag did not have any effect.
The bug
The minecraft:impact_projectiles entity_types tag was added in 20w09a along with targets. Targets are compatible with all projectiles included in the tag (as well as ender pearls, xp bottles, and llama spit). However they don't use this tag, it is only used by chorus flowers.
If the tag were to be used by both blocks, ender pearls, xp bottles, and llama spit will all break chorus flowers. An alternative fix would be to add a different tag specific to targets that includes the impact_projectiles.
It may be important to note that, if added to the tag, ender pearls, xp bottles, and llama spit will all break chorus flowers, a property seemingly unique to those three entities compared to other entities not in the tag by default.
How to reproduce
- Download and enable the attached data pack mc-173773.zip
. This data pack replaces the impact_projectiles tag to only include tridents.
- Shoot a chorus flower with a trident, then with an arrow.
Notice that this is successful with the trident but not with the arrow
- Shoot a trident at a target block, then shoot an arrow.
Notice that this is both successful, proving that the impact_projectiles tag did not have any effect.
Can the fix version please be removed?
The title says it all, shulker bullets won't cause targets to power nor will they break chorus flowers when in the impact_projectiles entity tag. They will also not ring bells.
Shulker bullets do not activate targets, bells, nor do they work in the impact_projectiles tag
The title says it all, shulker bullets won't cause targets to power nor will they break chorus flowers when in the impact_projectiles entity tag. They will also not ring bells.
Shulker bullets do not act like a projectile in most cases.
- They do not power targets
- They do not ring bells
- They do not break chorus flowers when manually added to the impact_projectiles entity tag
- They do not light campfires when on fire
Shulker bullets do not activate targets, bells, nor do they work in the impact_projectiles tagShulker bullets do not act as a projectile
Shulker bullets do not act like a projectile in most cases.
- They do not power targets
- They do not ring bells
- They do not break chorus flowers when manually added to the impact_projectiles entity tag
- They do not light campfires or TNT when on fire
Shulker bullets do not act like a projectile in most cases.
- They do not power targets
- They do not ring bells
- They do not break chorus flowers when manually added to the impact_projectiles entity tag
- They do not light campfires or TNT when on fire
Shulker bullets do not act like a projectile in most cases.
They do not power targets(Fixed in 20w13a)They do not ring bells(Fixed in 20w13a)- They do not break chorus flowers when manually added to the impact_projectiles entity tag
- They do not light campfires or TNT when on fire
If the top face of a mushroom block is not present, it will still use the color that the mushroom block type typically uses. They should probably use the "Sand" or "Terracotta_White" color. Relates to
MC-139453.
If the top face of a mushroom block is not present, it will still use the color that the mushroom block type typically uses. They should probably use the "Sand" or "Terracotta_White" color. Relates to
MC-139453.
All other crimson and warped wood items use the new Nether Wood material, but stems, stripped stems, hyphae, and stripped hyphae use the basic Wood material.
Some visible consequences of this include these blocks causing note blocks to play the wrong instrument. In addition, they can catch fire from lava (though they don't burn away).
As of 20w11a, nether fossils can be found with /locate, while normal fossils cannot. This was reported previously as
MC-139843, but I was told to create a new issue as the circumstances have changed since its closure.This also means they cannot be used in the location trigger.
As of 20w11a, nether fossils can be found with /locate, while normal fossils cannot. This was reported previously as
MC-139843, but I was told to create a new issue as the circumstances have changed since its closure.This also means they cannot be used in the location trigger.
Fossils cannot be used in various location arguments, such as in advancements and predicates. They are also not a valid structure for /locate.
As of 20w11a, nether fossils can be used in location arguments, while normal fossils cannot. This was reported previously as
MC-139843, but I was told to create a new issue as the circumstances have changed since its closure.
Fossils cannot belocatedFossils cannot be used as structures in location arguments
This has been happening for a long time. The affected files are the "all_effects" and "all_potions" advancement files, as well as the "shipwreck_supply" loot table.
The order of status effects in these files changes between most snapshots and updates.
Also worth noting that the block model for redstone wire has a similar issue.
Variousadvancements and loot tables needlessly change each updateVarious JSON files needlessly change each update
This is almost certainly WAI. The code for each biome defines mob spawning chances and they are left out. Not to mention crimson forests and nether wastes are the only places where piglins and hoglins currently spawn.
Sure the rates may need tweaking, but that's a separate issue.
Not to mention Adrian mentioned above the spawns are correct and the rates aren't which is different from what this issue is about (at least in the title).
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
- All crimson stems and hyphae use the same shade of red
- All warped stems and hyphae use the same shade or blue
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
- All crimson stems and hyphae use the same shade of red
- All warped stems and hyphae use the same shade o
rblue
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
- All crimson stems and hyphae use the same shade of red
- All warped stems and hyphae use the same shade of blue
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
- All crimson stems and hyphae use the same shade of red
- All warped stems and hyphae use the same shade of blue
Relates to MC-174585
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
All crimson stemsand hyphae use the same shade of redAll warped stems and hyphae use the same shade of blueRelates to MC-174585
- Horizontal oak logs use a different color from oak wood
- Stripped oak wood, stripped oak logs, and vertical oak logs use the same color as oak wood
- Horizontal spruce logs use a different color from spruce wood
- Stripped spruce wood, stripped spruce logs, and vertical spruce logs use the same color as spruce wood
- Horizontal birch logs use a different color from birch wood
- Stripped birch wood, stripped birch logs, and vertical birch logs use the same color as birch wood
- Horizontal jungle logs use a different color from jungle wood
- Stripped jungle wood, stripped jungle logs, and vertical jungle logs use the same color as jungle wood
- Horizontal acacia logs and both vertical and horizontal acacia wood use different shades of gray
- All dark oak logs and wood use the same color despite the stripped sides being a very different brown
- Horizontal crimson stems use a different color from crimson hyphae
- Vertical crimson stems use the same color as horizontal crimson stems
- Horizontal warped stems use a different color from warped hyphae
- Vertical warped stems use the same color as horizontal warped stems
- All warped stems and hyphae use the same shade of blue
Relates to MC-174585
@PancakeIdentity, create a new ticket for the mushroom blocks.
Hello PancakeIdentity. Thank you for testing these things!
As for the campfire and TNT ignition, it is indeed the fire killing the shulker bullet before it hits the block. Burning shulker bullets immediately get destroyed, so there is no chance for it to hit a block or ignite anything. They also play the explode sound when they are destroyed by the fire.
Adding them to the impact projectile tag works fine for me. In case this remains an issue for you, please make a new report for it and describe the circumstances it happens in, as it might be an issue with entity tags in general.
PancakeIdentity This was mentioned in the official changelog, so it's supposed to happen, but it doesn't:
When a player kills a mob that the axolotl was attacking or being attacked by, the axolotl will show its appreciation by granting the player temporary regeneration and removing any mining fatigue effects.
https://www.minecraft.net/en-us/article/minecraft-snapshot-20w51a
@PancakeIdentity do you have a source which states that the current world generation is not working as intended?
Created this issue as part of splitting MC-175228 into separate issues. PancakeIdentity, I hope it is alright that I have set you as reporter. Please let us know if you don't want to be the reporter.
Created this issue as part of splitting MC-175228 into separate issues. PancakeIdentity, I hope it is alright that I have set you as reporter. Please let us know if you don't want to be the reporter.
Created this issue as part of splitting MC-175228 into separate issues. PancakeIdentity, I hope it is alright that I have set you as reporter. Please let us know if you don't want to be the reporter.
@PancakeIdentity (and everyone else watching), I have split this report into multiple separate ones (and made PancakeIdentity the reporter of them) to make it easier for us and for Mojang to track the separate bugs.
There are some remaining points in the description about stripped variants having the same color as the (non-stripped?) wood variants, however I cannot reproduce this in 21w10a. Is anyone still seeing this?


























Should I just make one issue for all unlit houses? There seems to be a lot and I don't know if it'd be better to have one massive issue or tons of tiny ones.
Yeah, there's the 5 plains ones already and I know for sure there's at least 1 desert one. I haven't checked any other village types or most desert houses, but I can do that later today.
@Corbin Anseeuw, advancements aren't affected by commands or going to another gamemode.
Can someone add 19w37a as the fix version? Thanks!
@Connor Steppie, that behavior still works correctly.
Can the fix version be changed to reflect that it was fixed in pre1?
Confirmed for 20w09a
Fire charges also don't have a count, so it's likely not the obsidian theory
This is WAI; block models on the head are scaled based on their actual size and conduits are pretty small.
Proposal to re-open this ticket; it's been 6 years since it was closed. The likelyhood that this is no longer Won't Fix after Update Aquatic and the addition of other frozen ocean biomes is pretty high (in my opinion).
Can I have a link to that quote? Also, according the Wikipedia, many hyphae together make up mycelium, which doesn't make much sense as mycelium's already in the game
Can the fix version please be removed?
Oh, ok. I know the fix version has been removed in the past so I didn't know that wasn't customary.
I have a couple more:
Just a note, mushrooms used to use the "Plant" color but were changed to the correct colors in 1.16. The attached image shows the difference between the two shulker boxes mentioned.
I understand that but I think it's not unreasonable for that to be changed (though this isn't a feature request by any means). There's also other cases where tag usage has hardcoded additions and/or exceptions that cannot be changed with a datapack, which could allow for this discrepancy if, for some reason, they didn't want to change it.
Petition to Re-Open as Nether Fossils can be located as of 20w11a
Yeah, this is very likely WAI
Materials aren't 1:1 with gameplay. If you look where blocks are assigned materials in code, they use the Wood material.
Another thing: All mushroom blocks use their default colors, even if the upward face is no longer present. This face should probably be the same color as sand or white terracotta.
One more, twisting vines use the typical "Plant" color, when they should use "Color_Cyan".
The advancement uses the "inventory_changed" trigger and merely checks if the players has obsidian in their inventory. It was also obtainable through obsidian found in loot chests. Either the description should be changed or the trigger should be changed.
Confirmed for 20w10a. Hyphae cannot be used either
This was fixed a couple snapshots ago
This is actually invalid; I was misinterpreting something else
The lanterns should probably be removed from this list, the gray color is the only color visible from above anyway. It'd make less sense for them use the glowstone/soul fire colors as those aren't visible from the map's POV
Hi, could this be reopened? As detailed in the description, cirumstances around this seem to have changed. I don't think this should be a duplicate (similar to how
MC-174499is technically a duplicate but is being left open)Wouldn't allowing some structures to be located and not others be an inconsistency?
In my opinion, this should be reconsidered. It's inconsistent that some structures can be located while others cannot. In addition, it means dungeons do not work with advancement triggers, which is detrimental to datapack makers. Not to mention that nether fossils were made compatible, with fossils to likely follow suit (
MC-171860andMC-174499).I think this should be reopened. That ticket was created before the implementation of nether gold ore, and considering it generates in the nether, it might not be WAI.
I'm aware they do the same thing, but overworld gold ore does not generate in the nether. That difference is big enough in this case that this ticket should be left open imo.
Llama spit works just fine, tested all the above cases myself
Yeah, it could, but diamond ore also normally drops diamonds, while nether gold ore doesn't drop either itself or ingots.
This is actually invalid, I didn't realize loot tables converted book items into enchanted books
Confirmed
Also, it worked just fine for the me the first time, but I was stuck on the screen each time after.
Slicedlime's videos aren't official update videos and a feature being covered there doesn't confirm or de-confirm anything
I'm aware that he's a developer, but his youtube is still his personal thing and he's reported issues like this before.
Like I said, it might be WAI, but I don't think we should close it based on non-official information.
I also don't think the agument of "it's in this snapshot so that means it's WAI" holds up, as that could be easily applied to any other bug. Keep in mind that this specific smelting thing isn't new to this snapshot either
Well there's that
Confirmed crash when the minecart is near the block, no crash when a rail is placed near the block
Confirmed, make sure you're on lava. It also seems it doesn't happen every time.
I'll change the issue to be more general and include those
The "cold" thing is confirmed by the block tag being called "strider_warm_blocks"
All bugs are "just how the game is"
That was probably fixed in 20w13a tbh, I wouldn't be surprised if I somehow didn't notice that
I think it's a common bug and not a common feature. Not to mention that horizontal acacia logs actually are gray.
Shulker bullets still do not light campfires or TNT; this hasn't been fully fixed. And it's not the fire that's killing them before they can light it, it still plays the "explode" sound, meaning it made contact with the block. This sound doesn't play when it dies from fire.
Alright, yeah, it was just the fire stuff. If it's intentional, then it's been fixed. Thanks for responding!
I agree with Fabian, this is an inconsistency, not a feature request.
@DrownedZombie Hate to say it but piglins now become angry when nether gold ore is mined
Fixed in 20w15a
This is WAI. It has a 10% chance to drop gold nuggets, which is increased by Fortune. With Fortune III, it drops gold nuggets 100% of the time. It's like gravel with flint.
Dupe of
MC-176135Dupe of
MC-176135Dupe of
MC-176135Likely WAI, as gilded blackstone drops nuggets in a similar pattern to how gravel drops flint. If this was changed, it would make Fortune make gilded blackstone worse which makes no sense.
Affects blackstone slabs and polished blackstone brick slabs, though not polished blackstone slabs.
Tested for slabs in 20w15a. It's not affected unless explicitly stated. Doesn't take into account cases such as the smooth blocks as the slabs are the same as the smooth blocks, but not the unsmooth blocks.
I think that's a fallacious "that's how the game is" argument. It's inconsistent and strange from a gameplay standpoint that blackstone can't be used in these cobblestone based recipes, especially the brewing stand.
I'll try and reproduce it again and see if I can figure out exactly what was going on and update the issue.
Huh, I did use the scoreboard yesterday. Not sure why it wasn't updating. I guess this is invalid? I'll open a new issue if I can figure out exactly what was going on.
This is intentional. It works like gravel, sometimes dropping golden nuggets and otherwise dropping itself. Also dupes
MC-177838Confirmed, though this is likely because the tag is used to determine which blocks smelt to gold ingots. So, possibly WAI?
Also cannot confirm. It's in the code as an item piglin seek and testing showed it works.
Dupes
MC-177796What did you do to "reproduce" it? All that needs to be done is take a quick look at both tags; you can see they manually list out each wooden stair instead of calling the #wooden_stairs tag.
Nether fortresses currently cannot generate outside Nether Wastes or Soul Sand Valleys, leading me to think this might be intentional. No other biomes have the following line of code:
this.addStructureStart(Feature.NETHER_BRIDGE.configured(FeatureConfiguration.NONE));As for HN's comment, it's likely that fortress started generating in another biome. Not saying this means it's WAI (especially as it's marked as "Important"), this is just why it happens. Also confirmed for 20w15a
Basalt Deltas, along with Crimson and Warped Forests, lack the following line of code:
this.addStructureStart(Feature.NETHER_BRIDGE.configured(FeatureConfiguration.NONE));I'd say this is a duplicate as
MC-171017occurs for the same reason.Confirmed, has this happen to me with pillagers.
As I said on that ticket, I'm nearly certain it's WAI. It'd make little sense if it wasn't. If it's not WAI, it's because the gilded blackstone isn't supposed to use the loot table it does, though, again, the changelog implies there's no issue there.
Confirmed, these are not in the code for the Basalt Deltas biome, while nether quartz ore is. As Svetlin said, I could see nether gold ore being intentional, especially if gilded blackstone is intended to generate in this biome. The omission of ancient debris seems like a bug though.
Confirmed, though I think this issue should be closed as a "back duplicate" of
MC-178298, as it describes the issue more completely and accurately. Blackstone and basalt don't replace ancient debris, it's just not in the code.Surface generation broke again, the ticket should probably be updated to remove the "Fixed"s next to that stuff
Should be fixed in 20w16a
20w16a was just added as an affected version; was this actually tested? Fortresses were added to the generation of every biome this snapshot.
1.16.0.57 made this issue much, much less drastic. However, there are still some differences. They're documented at this page, under the "Unsorted" section. Most of the differences are small, such as minor xp differences. The biggest issue throughout is that similar items are "grouped" in Bedrock while they aren't in Java; however, I'd say this is more of an issue that Java needs to fix and not vice versa. This issue applies to wandering traders as well.
The other notable thing is that Bedrock has pools for each specific trade slot, while Java only has pools for each level of villager. An example of this is the Farmer. In Bedrock, its first trade will be 1 of 4 random crop trades and his second will always be to sell bread. In Java, the first two trades choose 2 of those 5. Again, this is probably more of an issue for Java to fix, but it's still worth mentioning here.
In addition, leveling XP requirements were lowered to match Java's.
Whoops, this is invalid, I was interpreting the loot table incorrectly and testing to confirm. It drops with silk touch or shears.
"commands.locatebiome.success": "The nearest %s is at %s (%s blocks away)"
Was not changed, should this be re-opened?
Confirmed, it's happened to me and a few others as well
@Evington Frank, this would have no effect on wither skeleton farms as they do not take damage from wither roses.
Worth noting in the ticket IMO that there are some bastion structures that are too long; afaik every other Vanilla structure fits.
It's now WAI - this was "fixed" by changing the description to make this make sense. "Form and mine a block of obsidian" -> "Obtain a block of obsidian"
Worth noting this was "fixed" by changing the description; other projectiles still work.
Worth noting this was "fixed" by changing the description; other projectiles still work.
Confirmed for 1.15.2 and 20w21a
Not sure why this was marked as WAI considering it was added in 1.16 pre-1.
1.16 pre 5 still missing; the texture was also darkened in this pre release which may be worth noting.
Do the other blocks mentioned have their own report(s)? If so, they should be marked as "relates to".
Could I have ownership of this ticket so I can keep it updated with new releases? Also confirmed in 1.16 RC1
Confirmed in 1.16.1 and 20w28a
@Seaworths all crashes are marked as very important. Even if most people won't encounter it, the game randomly shutting down under any circumstances is very bad
@Manni Hughes This is just not true, I'm not sure where you're getting this info. This can easily be seen both in-game and in the code.
@Manni Hughes, this isn't true. You can see this in the code and in-game pretty easily.
Confirmed in 1.16.2 pre3
Well, it doesn't work as intended, so that resolution doesn't make sense.
Is there a specific way to trigger this, or does it just happen randomly? Does it only happen with custom world gen?
Worth clarifying that it requires 8 layers, not just that it works.
Please note that the wiki is not an official source on whether or not something is intended. It's maintained by a community of independent editors - it was likely added because it was listed on the minecraft.net page.
It's working for me now as well. Invalid, I guess? I have no idea what would've caused this in the first place; I disable everything except the Vanilla pack while testing.
It's working for me now as well. Invalid, I guess? I have no idea what would've caused this in the first place; I disable everything except the Vanilla pack while testing.
Seems half-fixed in 21w06a. Removing armor triggers an event, but it's triggered from the player's position, not the armor stand's position
Confirmed in 21w06a
Invalid, I'm dumb and forgot I had a datapack on.
Hi, thanks for splitting the report, I am willing to be the reporter for these new tickets!
I'm still seeing the issue with the stripped wood variants being the same as non-stripped wood variants. I've attached an image to the issue, taken in 21w10a.
Though I've experienced similar annoying events with /weather clear, it's entirely unrelated to the lush caves biome and isn't really a bug
The image doesn't seem to represent the issue, and either way, amethyst geodes just spawn in cave walls. The one in the image is in a cave wall; I don't see anything abnormal.
Is mobGriefing enabled? Are the villagers' inventories full?
Invalid, this is a result of the Optifine mod and should be reported to them.
Note that emeralds can only replace stone, and not things like deepslate, granite, andesite, etc, like the other ores. Likely worth its own ticket if it doesn't have one already
You can also look at the code. The iron ore features were let unchanged. The "old_iron_ore" feature was re-added, but it's not actually used in generation.
Can also confirm not fixed. the "ORE_COPPER/COAL_TARGET_LIST" things were added, but the ore features don't actually use these target lists.