Pescavelho the Idle
- Pescavelho
- JIRAUSER486702
- Europe/Lisbon
- Yes
- No
Mo
st mobs who don't take fall damage also won't take damage when falling into stalagmites, I say "most" because Iron Golems will still take damage. Foxes, however do take fall damage but won't take any from falling into stalagmites.There is also a case to be made that mobs who don't take fall damage should nonetheless take damage from falling into stalagmites (with the exception of "floating" mobs like chickens and blaze).
Cold oceans, frozen oceans and their variants can generate right next to temperate or even hot biomes. This will create the very jarring sight in which icebergs will generate off the coast of badlands, deserts, jungles or plains, when I assume they should only generate near taiga and snowy biomes.
I assume this has to do with the fact that they have the same temperature values as other ocean biomes (0.5), which seems like an oversight.Either way I feel like these ocean variants should generate near cold land biomes.Cold oceans, frozen oceans and their variants can generate right next to temperate or even hot biomes. This will create the very jarring sight in which icebergs will generate off the coast of badlands, deserts, jungles or plains, when I assume they should only generate near taiga and snowy biomes.
I assume this has to do with the fact that they have the same temperature values as other ocean biomes (0.5), which seems like an oversight.
I've witnessed this frwequently enough where I can deduce it's just not a rare world generation quirk (like deserts next to snowy biomes), I feel like these ocean variants should generate near cold land biomes.
Cold oceans, frozen oceans and their variants can generate right next to temperate or even hot biomes. This will create the very jarring sight in which icebergs will generate off the coast of badlands, deserts, jungles or plains, when I assume they should only generate near taiga and snowy biomes.
I assume this has to do with the fact that they have the same temperature values as other ocean biomes (0.5), which seems like an oversight.
I've witnessed this frwequently enough where I can deduce it's just not a rare world generation quirk (like deserts next to snowy biomes), I feel like these ocean variants should generate near cold land biomes.Edit: The same is true of warm oceans generating near cold biomes.
It makes sense that polar bears wouldn't spawn on snowy taigas, but not strays.
Although hoes were stated to be the appropriate tool for breaking moss blocks, the axe is still considered an appropriate tool.
This is most noticeable with an Efficiency V Axe, you'll notice that it will break the block much faster than an hoe. The axe will also only lose 1 durability instead of the 2 usually lost when using an inappropriate tool.
You can, for example, fish for cod in rivers, or pufferfish in frozen biomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables. If it does count as a feature request, I will make a post on the feedback site instead.
You can, for example, fish for cod in rivers, or pufferfish in frozen biomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables.If it does count as a feature request, I will make a post on the feedback site instead.
You can, for example, fish for cod in rivers and other "freshwater" biomes, or pufferfish in frozen biomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables.
You can, for example, fish for cod in rivers and other "freshwater" land biomes, or pufferfish in frozen biomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables.
You can, for example,
fish for cod in rivers and other "freshwater" landbiomes,orpufferfish infrozenbiomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables.You can, for example, pufferfish in frozen biomes or saltwater fish in land and river biomes. You can already obtain bamboo by fishing in jungles so there is a precedent for each biome having a different fishing loot table.
This might technicaly qualify as a feature request, but to me it feels like an oversight in the loot tables.
Unconnected azalea root systems.
Unconnected azalea root systems.
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Examples:
Seed:
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example
s:
Seed:Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
Seed: -6155673293531277491
Coords:
Version: 21w14a
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
Seed: -6155673293531277491
Coords: -13, 23, 42
Version: 21w14a
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest,
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest,
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
This one is a pretty good example, as the gap between the ceiling and the floor is larger than what you'd see in these situations.
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest,
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
This one is a pretty good example, as the gap between the ceiling and the floor is larger than what you'd see in these situations.
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest,
Unconnected azalea root systems.
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
This one is a pretty good example, as the gap between the ceiling and the floor is larger than what you'd see in these situations.
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest,
Seed: 4150412429518846621,
Coords: 1192, 65, -1188
Version: 21w15a
Other (probably irrelevant) details: structures were on, no bonus chest,
Sometimes caves can cut through azalea root systems if the cave ceiling is low enough.
I imagine in such a situation the root system should either end or there should more rooted dirt connecting the two bits through the cave.
Example:
This one is a pretty good example, as the gap between the ceiling and the floor is larger than what you'd see in these situations.
Seed: -6155673293531277491, Single Biome Lush Caves world
Coords: -13, 23, 42
Version: 21w14a
Other (probably irrelevant) details: structures were on, no bonus chest
,
Seed: 4150412429518846621,
Coords: 1192, 65, -1188
Version: 21w15a
Other (probably irrelevant) details: structures were on, no bonus chest,
Rooted dirt can becut off by cavesAzalea roots cut off by caves
You can use purpur pillars to craft (regular) purpur slabs and stairs, as if they were normal purpur blocks. This feels like an oversight, and although not a parity request, it's worth noting that in Bedrock Edition only regular purpur blocks can be used.
Needless to say, this also applies to deepslate coal and emerald ore.
Can confirm in 21w13a. Pescavelho the Idle, just to inform you, this doesn't work as intended because this ticket has an assigned "Mojang Priority" which means that this has been confirmed to be an issue by Mojang themselves.
Pescavelho the Idle, since you're the reporter of this ticket, you can just add the affected versions yourself instead of adding a comment as well. ![]()






























Confirmed in 1.16.1.
I think it makes sense it should be renamed.
Ah sorry, hadn't noticed. I am a localization volunteer and had just noticed this, this is a big problem as it is messing up the respective localizations as "block" gets omitted, either out of unawareness or willingness to stick as close to the original name as possible.
Well, it's a bit sad to see it won't be fixed, but I assume it's because it would affect world generation or cause other issues and hope it can eventually be patched.
I think a simpler solution to this would be to remove Axolotls from the "aquatic" category and putting them into a new "amphibian" category that would also include frogs (which are scheduled to be eventually added).
21w05b "fixes" the issue, but it still remains a parity issue with Bedrock. I say "fixes" because it is arguably even more inconsistent now.
I would assume this is WAI, but still a parity issue. Also other ores should probably be randomly rotated as well.
As of 25w0b this is an issue again, as the names remain different.
This probably falls under feature request, but I agree it would make sense for the mossy blocks to incorporate moss into their crafting recipes. Maybe 2 moss blocks and 2 cobblestone in a square pattern make 2 mossy cobblestone for example?
This is probably WAI, as weird as it is that moss blocks can replace stone.
I did search for duplicates, but I couldn't find them via searching, sorry for the inconvenience, I have voted for all the duplicates linked.
Checking the Wiki (which I know isn't an official source, but it is a source), ocean biomes all have the same temperature value, could this be related to that?
This happens because desert wells are considered decorators (natural features) rather than generated structures.
I don't think it makes much sense that they can generate underwater period.
Probably a feature request, though the inconsistencies with the glint ought to be fixed.
I actually prefer Bedrock's enchantment glint to Java's, fits the aesthetic better, if I'm allowed to comment.
As of 21w10a, this happens with cave vines too.
Probably relates to
MC-610.It makes sense that polar bears wouldn't spawn on snowy taigas, but not strays.
I tried browsing for potential duplicates but I couldn't for the life of me find it, I swear it seems that duplicates only materialise themselves on my search bar once I've reported them.
That is to be figured out by the developers, but it doesn't make sense that you can catch cod in rivers for example.
Relates to MC-127433 and
MC-134448.This should be an acessibility setting. Some people don't like the contrast.
This feels like an inconsistency with those other blocks rather than with purpur pillars.
I see, if anything it feels like an issue those other blocks variants being usable in such recipes rather than purpur pillars being not, but if it's intended, it's intended.
It's a pretty interesting generation glitch. I do hope it gets fixed, but it wouldn't hurt to either make it a unique generation option or take a page from this glitch as inspiration for a potential End Update.
In Bedrock Edition, coal and copper ore will generate as their deepslate variants in these blobs. So it's also a parity issue.
Emerald ore doesn't generate deep enough where you'd find the deepslate blobs or layers. If that does get fixed it'd be for consistency's sake.
Most definitely has something to do with the fact that flowering azalea leaves are now considered flowers by some metrics.
Relates to
MC-221819.The reason it exists ir probably because lightning can deoxidise unwaxed copper now.
Semi and fully puffed pufferfish also don't have tailfins, but that might be intentional, not sure if they have them on Bedrock.
Most likely WAI/feature request, though it's not impossible for a number to be conveyed in a 16x16 texture.
Crude mockup:
Relates to MC-214078.
Might be WAI, is that not their stationary water pose?
This makes me wonder how the cross models would look like unstretched.
Don't chains also have a "cross" model? Their mirroring issues were fixed.
Example of what I am talking about in the 21w14a; seed -6155673293531277491; -13, 23, 42
This one is actually a good example, the gap between the ceiling and the floor is way bigger than what you usually see:
2021-04-08_14.50.19.png
I just checked in-game and it does use the old smooth stone texture.
Relates to
MC-223145.Confirmed on 21w15a, 4150412429518846621, coordinates 1192, 65, -1188
Structures on, no bonus chest
Still not fixed in 21w16a, -4873859743332808763; -196, 64, 318
Confirmed on 21w16a, -4873859743332808763; 89, 51, 100
2021-04-22_20.31.10.png
Confirmed in 21w17a; 1504905204647061551; 144, 27, 4; same conditions
Can confirm in 21w18a; -3977929735571375770, -492.74, 1726.00 -847.47.
Confirmed in 21w18a; -3977929735571375770, -1515.18 1468.85 -1057.44 ; same settings 2021-05-05_21.22.55.png
Confirmed in 21w20a: 4628855947808994766; 12, 47, 42; same settings.
Confirmed in Release 1.17: 3302017234838901923; 834, 43, 997
Confirmed in 1.17.1 Pre-release 1
Seed: -5271592481920851061
-271, 23, -123
Same version, same seed.
-1034, 39, 15
Confirmed in 1.17.1 Pre-release 2
Seed: -4810907665322248657
29, 40, -248
Confirmed in 1.17.1
Seed: 8320725669365057013
-1229, 38, 521
Confirmed in 1.18 21w37a
Seed: -3223655335345309675
233, 37, -204
Default (all other seeds posted before this one had been Single Biome), Structures on, no Bonus Chest
This bug appears to have largely been fixed due to the way biomes generate having been changed in 21w37a.
Confirmed in 1.18 pre-release 5
Seed: 7303356355037754467
Coords: 239, 70, 872
Single Biome, Structures On, No Bonus Chest
Confirmed in 1.18 pre-release 6, underwater, this might actually be a separate but related issue.
Seed: -5909530076545363653
Coords: 185, 43, -163
Single Biome, Structures On, No Bonus Chest
Confirmed in 1.18 pre-release 7, above it is a partially submerged azalea tree.
Seed: -5556471555339130633
Coords: 63, 32, -540
This one might also be a separate issue, cave vines seem to have generated between the divided roots.
Seed: -5556471555339130633
Coords: 123, 52, -16
Single Biome, Structures On, No Bonus Chest
Confirmed in 1.18
Seed: -4888532307196763743
Coords: -332, 30, 369
Single Biome, Structures On, No Bonus Chest
Confirmed in 1.18.1 Pre-release 1.
Confirmed in 22w03a.
The hoglin's Bedrock Edition model (left) actually appears to be the correct one in comparison with Java Edition's (right), as it appears to be more pixel consistent (notice that the tusks, ears, and mane, for instance, actually align with the other pixels).
Though worth noting that in both versions, the zoglin is closer to the Java Edition model.
Confirmed in 22w12a.