PenguinUprising
- PenguinUprising
- JIRAUSER720382
- Europe/Stockholm
- Yes
- No
Profanity filter is blocking innocuous words that happen to contain other words
This bug occurs on the Nintendo Switch edition,
specifically in any world on creative mode (unsure if it happens in survival mode; likely but needs testing). If the player uses touch controls to navigate the creative inventory, then (WITHOUT closing and reopening the inventory) swaps to using the controller to navigate, the tooltip that displays the names of items doesn't appear. The tooltip reappears and resumes acting as normal upon closing and reopening the inventory, as long as the player doesn't use touch controls.Steps to reproduce:
- Open any Minecraft world on creative mode in version 1.21.2 on the Nintendo Switch. This can be an already existing world or a new world.
- Open the creative inventory, and hover around various items with the controller. Notice the tooltip appearing as it should.
- Without closing the inventory, swap to using the touch screen to select various items in the inventory.
- Once again without closing the inventory, go back to using the controller to hover over various items in the inventory. Notice how the tooltip no longer appears, even if you select a different tab of the inventory or hover over your hotbar.
- Close the inventory, and repeat step 2. Notice once again that the tooltip is appearing as it should.
Upon using touch controls, the tooltip will not reappear if the player swaps to using the controller until they close and reopen the inventory.
This may also happen in other screens where an inventory is involved, such as the UI of a chest or furnace.For clarification in the attached video, the moments where my cursor begins to jump around the screen is when I am using the touch screen, and the moments where my cursor is moving smoothly in a line is when I am using the controller.
This bug occurs on the Nintendo Switch edition, on any world, regardless of gamemode. If the player uses touch controls to navigate the creative inventory, then (WITHOUT closing and reopening the inventory) swaps to using the controller to navigate, the tooltip that displays the names of items doesn't appear. The tooltip reappears and resumes acting as normal upon closing and reopening the inventory, as long as the player doesn't use touch controls. This bug affects any UI that involves the player's inventory, such as the UI for furnaces, hoppers, chests, etc.
Steps to reproduce:
- Open any Minecraft world in creative mode in version 1.21.2 on the Nintendo Switch. This can be an already existing world or a new world. This does not have to be done in creative mode, but for bug testing purposes it is faster to use creative mode.
- Open the creative inventory, and hover around various items with the controller. Notice the tooltip appearing as it should.
- Without closing the inventory, swap to using the touch screen to select various items in the inventory.
- Once again without closing the inventory, go back to using the controller to hover over various items in the inventory. Notice how the tooltip no longer appears, even if you select a different tab of the inventory or hover over your hotbar.
- Close the inventory, and repeat step 2. Notice once again that the tooltip is appearing as it should.
Upon using touch controls, the tooltip will not reappear if the player swaps to using the controller until they close and reopen the inventory.
For clarification in the attached video, the moments where my cursor begins to jump around the screen is when I am using the touch screen, and the moments where my cursor is moving smoothly in a line is when I am using the controller.



I have some more information about this bug for clarity:
This bug is not limited to just the warden, it affects sculk sensors as well and presumably sculk shriekers (although I didn't test shriekers specifically).
Steps to reproduce with a sculk sensor (this was tested on Minecraft: Nintendo Switch Edition):
Steps to reproduce with a warden (using the same world as the sculk sensor and on the same device):
Expected result: the vibration is sent to the warden/sensor when it hits the ground, and the warden walks towards where it landed.
Actual result: The vibration is sent immediately to the warden/sensor, and the warden walks towards the player since the vibration came from the player and not the projectile.
This bug has been happening for quite a few versions, and still happens in 1.18.32.
I hope this information is helpful to those assigned to this bug and that it provides more clarity to what this bug is.
I did not see this bug in the change log of the newest update, but it seems that as of update 1.19.20 for the Nintendo Switch Edition this bug appears fixed! Based on testing in two different random worlds, projectiles such as eggs and snowballs now make a vibration detectable by sculk sensors when they hit the ground as they are supposed to. If a player is sneaking and throws a snowball near the warden, the warden can now hear the snowball properly and will walk to investigate where it landed (and it will appropriately get angry if you throw too many).
As of update 1.19.20, it appears that this bug has been fixed! The achievements tab labels are displaying correctly without the weird really long names (the title says "Achievements" again and not "HBUI.ACHIEVEMENTS.TITLE").
The horses started off fine when I signed into the world, but progressively got worse as I continued to play. First, my horse's armor was flickering rapidly, and the horses spotted texture wasn't showing (it was a grey horse with a black back, but it was just showing up as a solid grey horse). Then, its armor stopped rendering entirely leaving me with a plain gray horse, and then its entire texture turned blank white a beige outline where the saddle was. I opened a new world and spawned some llamas and horses, and they had the same glitched blank texture.
Edit: donkeys and mules seem to be unaffected and render normally
I thought this bug got fixed a while ago, but as of Minecraft 1.20.0, it’s back and slightly different than before. The sculk sensors react correctly to thrown or shot projectiles, but the Warden immediately pathfinds towards the player instead of towards the sculk sensors or the projectile itself. Even while the player is crouching, the Warden will start pathfinding towards the player as soon as the projectile hits the ground, even if the player is nowhere near where the projectile landed. I tested this bug in survival and creative mode— to make sure that I wasn’t mistaking the Warden’s sniffing ability for this issue— and it even happened in creative mode.
I believe this bug was fixed at some point, but as of 1.20.0 it’s back. However, instead of one item getting stuck in the inventory, I keep having EVERYTHING in my inventory lock up and be immovable. Closing and opening the inventory temporarily fixes this, but it happens fairly frequently and seems to be triggered by moving items around in your inventory quickly. As others said before, it’s very inconsistent. I was using Minecraft for Nintendo Switch in a normal world (not Realms) when I found this bug again.
Upon the release of version 1.20 on Nintendo Switch Edition, this problem appears to be back. One of the 1.19 hotfixes (1.19.83 if I remember correctly) had fixed it for a while but as soon as I began playing in 1.20, I noticed the game become very choppy and laggy while interacting with the player’s inventory.
I’ve found this bug as well while playing on the iPad version, so it’s apparently not just a bug for Windows.
I agree with the comment made by user Erin Anderson, because I am experiencing only one of the four separate issues they suggested this bug report be split into (sound delay bug), and all the different issues they mentioned seem to be able to happen separately from each other. As for the sound delay bug-- I am playing on the Nintendo Switch edition of the game, on the latest version as of 1/20/24, and every time I load up my world, occasionally new sounds (sounds that the game hasn't played yet in the current play session) don't play and get queued until quite a few seconds later, when they all play at once.
This glitch occurred earlier today where I didn't hear the sound of a ghast spitting fireballs at me until I was already on fire and another fireball was on its way. After about three or four completely silent ghast fireballs, all the explosion noises played at once and every fireball after that began audibly exploding normally.
To reproduce this part of the bug:
Unfortunately, this is difficult to reproduce because it's somewhat inconsistent. You can't force it to happen on command, but given enough time it will happen.
As of the release of 1.21.0, A Familiar Room is now completely unplayable in game, as the new 1.21 tracks play in the main menu. This includes methods of forcing the game to play music using the /playsound command, as the track has no sound event associated with it. This is odd, as it should at least be listed under the generic sound event music.game. This likely affects every platform of bedrock edition, but it at the very least affects the Nintendo Switch edition of the game. All of the other 1.20 soundtracks have sound events associated with them and are still able to play in their respective biomes in game. The issue appears to be specifically with A Familiar Room.
Can confirm for Nintendo Switch Edition. When comparing my own experiences fighting the breeze on Bedrock edition to various videos I've watched of people fighting the breeze on Minecraft Java edition, I noticed the behavior noted in the bug very quickly. While the breeze continues to throw wind charges and jump around in Java edition regardless of how close the player gets, in Bedrock edition it stops attacking entirely when the player gets within a 4-5 block range (I'm unsure of the exact range, as I was focused on clearing the chamber). This allows the player to rush in and hit the breeze repeatedly until it dies without worrying about it retaliating at all, which makes dealing with the breeze easier than intended--- especially if you get really close to the trial spawner as it spawns more breezes, putting you immediately in this "peaceful" range and allowing you to pick off the newly spawned breezes in seconds flat.