Chase
- razorchase49
- JIRAUSER488372
- Europe/Stockholm
- Yes
- No
When the player stops swimming and stands, the sound that occurs when diving underwater plays, even though the player is still underwater. Also, vision flashes
blackwhen you stop swimming, as if the player isgoing from air to underwater.When the player stops swimming and stands, the sound that occurs when diving underwater plays, even though the player is still underwater. Also, vision flashes when you stop swimming, as if the player is transitioning from air to underwater.
Edit
When you stop swimming, "diving underwater" sound occurs and vision flashesblack
When the player stops swimming and stands, the sound that occurs when diving underwater plays, even though the player is still underwater. Also, vision flashes when you stop swimming, as if the player is transitioning from air to underwater.
Edit
Extra info that might help: MOST blocks are shown correctly, I tested with some transparent blocks like lime stained glass and it wasn't showing in the inventory menu. Also, this only applies with the new "Fabulous!" graphics setting.
When the player's inventory is open, the currently held/equipped item from the player's hotbar does not show in the player's hands. The player has their arm(s) tilted as if they are holding something, although the item itself does not show. This happens both in the survival inventory and creative inventory with the Survival Tab selected.
This does not apply outside of the inventory menus, as when you change perspectives, the items in players' hands are visible.
Blocks are shown correctly. Only 2D items do not render on the inventory player model.
Extra info that might help: MOST blocks are shown correctly, I tested with some transparent blocks like lime stained glass and it wasn't showing in the inventory menu. Also, this only applies with the new "Fabulous!" graphics setting.
The bug
When in one certain Nether biome, an ambient sound from a different biome can play. Here are some examples with attached clips:
- When the player is in a Warped Forest biome, you can constantly hear the Nether Wastes Ambience track playing, and the slightly quieter Warped Forest Ambience is hard to hear over it. (mis_amb1.mp4)
- When the player is in a Warped Forest biome, sometimes the sound Crimson Forest Addition 1 can play. (mis_amb2.mp4)
- Likely more that I haven't noticed
Looking at the [[Minecraft Wiki Ambience page||#Nether_ambience]] https://minecraft.gamepedia.com/Ambience#Nether_ambience []|#Nether_ambience]], I don't think any biome ambience should play in two different biomes, with some exceptions for the Basalt Deltas.
The bug
When in one certain Nether biome, an ambient sound from a different biome can play. Here are some examples with attached clips:
- When the player is in a Warped Forest biome, you can constantly hear the Nether Wastes Ambience track playing, and the slightly quieter Warped Forest Ambience is hard to hear over it. (mis_amb1.mp4)
- When the player is in a Warped Forest biome, sometimes the sound Crimson Forest Addition 1 can play. (mis_amb2.mp4)
- Likely more that I haven't noticed
Looking at the
[[Minecraft Wiki Ambience page||#Nether_ambience]] https://minecraft.gamepedia.com/Ambience#Nether_ambience[]|#Nether_ambience]], I don't think any biome ambience should play in two different biomes, with some exceptions for the Basalt Deltas.The bug
When in one certain Nether biome, an ambient sound from a different biome can play. Here are some examples with attached clips:
- When the player is in a Warped Forest biome, you can constantly hear the Nether Wastes Ambience track playing, and the slightly quieter Warped Forest Ambience is hard to hear over it. (mis_amb1.mp4)
- When the player is in a Warped Forest biome, sometimes the sound Crimson Forest Addition 1 can play. (mis_amb2.mp4)
- Likely more that I haven't noticed
Looking at the Minecraft Wiki Ambience page https://minecraft.gamepedia.com/Ambience#Nether_ambience, I don't think any biome ambience should play in two different biomes, with some exceptions for the Basalt Deltas.







Also, going underwater (at least in Creative) does not stop Overworld/Creative music from playing, and underwater music cannot play, similarly to the Nether. Also, The End seems to be having this issue too.
This only seems to occur in Creative Mode, as everything is normal is Survival/Adventure.
I was going to say Spectator Mode has this issue too, butwhen I logged into the Nether in Spectator Mode, nether music started playing, so I can confirm that it's a purely Creative issue.W_V, Nether, End, and Underwater music do play in their respective scenarios, just unless you're in Creative Mode, in which case you can only hear normal and creative music no matter where you are.
Affects 20w22a
This only occurs if the Graphics setting is set to "Fast" or "Fancy". However, they have introduced the new "Fabulous" Graphics setting, in which case particles CAN be seen through transparency. I take it this is 100% intentional. So no, this bug is not re-introduced.
Praise all of you.
Affects 1.16 pre-release1
Affects 1.16 pre-release1
You must not have read my comment or KingSheepMC 's comment; you NEED to have Graphics set to "Fabulous" in order to see them. See the fixed-ish.png file I attached; it's the quick test you mentioned, only with lime glass. You'll have to look super closely with the rain, but with something like splash potion particles, it'll be pretty obvious.
If anyone is upset how you have to turn on Fabulous graphics in order to remove this issue, that is understandable, but this is as good a compromise as I expect we'll get in a while. Sorry if this brings anybody's hopes down.
Also, hope that a certain graphics mod comes out fairly soon after 1.16 is released, and maybe you'll get more adjustment features.I'm experiencing a similar issue, but somehow the way I'm seeing it is different.
For starters, ALL mobs I've killed dropped items. The ones I've killed that didn't drop any experience is because I was either in Creative Mode and/or I killed them with a way that does not involve the killed_by_player condition (which includes melee attacks, bows, potions, etc.). Killing a mob without that condition would be something like pouring lava, lighting them on fire (with a flint and steel), and other things that would not make a neutral mob upset. Also, based on my experience, this is happening with all mobs: ones spawned naturally, ones from spawn eggs, and ones from /summon.
When playing a world that I first created in an earlier 1.16 snapshot (the one where bastions were added, which I think is 20w16a) and it was raining, I noticed this exact issue, as well as that there were large gaps between the snow/rain showers and that the rain would stop at a certain y-level, regardless of how much air/surface came before it. Changing the Graphics settings and/or Clouds settings does NOT help the issue. Optimizing the old world doesn't fix it either.
Based on my analysis, this only happens when playing older worlds (not sure how old) but when I loaded a new world in 1.16 pre5, the rain was working just fine. Also I loaded a world from a relatively recent snapshot (I think this one is 20w21a) and the rain/snow was working well too.
Not absolutely sure how a world being loaded from a certain previous version would mean these issues, but I guess one place to start looking is the .dat file, as it bears in mind if a world was created in a certain update. Just an assumption.
This issue currently exists in 1.16 pre5.
Unfortunately, I can't confirm that this was briefly fixed in 1.16 pre4, but it is present in 1.16 pre5.
Reading these comments, I see how people can't be satisfied with this being only fixed for the fabulous settings. I'm only just lucky I have computer(s) that can handle those graphics settings. But with that said, it hurts to see others who can't have the same resolution I do, and I do believe that everyone deserves the equal treatment of fixed particle rendering regardless of what computers they have. Here's where it gets depressing: as I said before, I think this is as good a compromise we'll get for a long long long time.
A little history about this issue: it was created back in a 1.15 snapshot 9 months ago (3/4 of an entire year) and for over 8 of those months, the only comment or feedback we got from a moderator or helper was to stop complaining and only add something new, except that all we were able to do was confirm it for every single version and snapshot released over the 8 months. There has been absolutely no assignee, and not one word of reassurance had been given from anyone until 20w22a released and reported that this impacting issue had finally been attended to. And then in the 1.15 pre-releases, the dissatisfaction resumes, only this time the status refuses to change as "Resolved" making us believe that this is exactly how it's meant to be.
Despite all this distraught, and I have no right to ask of this, but please do everything in your power to not complain, I know it's hard. But this is one of those issues where complaints, urges, and flawless reasoning will not help fix it, and far more time will be spent scanning/deleting these comments than fixing this issue. Sadly, I can't promise that this issue will ever be set-in-stone fixed, or if we'll get another mediocre compromise in the next 3/4 of a year (until about March 2021). But hang in there everyone.
This is not a duplicate. We have been explicitly told by Mojang to create a new ticket for this issue.
Confirmed for 1.16 RC-1. Please keep it all in one text.
I believe the cause of this is, when a player logs on, they spawn at the exact same xyz coordinate as the strider (which is in the lava) for a very small tick before mounting the player on the strider. That's why the player is burning for 20 seconds as if they were in lava for a short time. I hope this insight helps.
Will you all please only comment if you have something new and helpful to say? Confirming it for the exact same MC version twice does not help. And 2 hours is an absolutely unreasonable time for a bug to fixed, especially since this was only noticed late yesterday.
I do. I can upload screenshots from a previous version.
Attached screenshots of naturally generated jungle trees in Minecraft 1.14. Since 1.15, all cocoa pods have generated low at the tree.
Confirmed for 1.16.1, but why confirm? This issue's never going to be fixed.
Just played on a MacBook Pro with relatively high specs, and every time I try to turn on Fabulous Graphics, I get the message "Your GPU is not compatible with this setting and will NEVER be." and the game lags like crazy afterwards and the fan goes nuts. Translation: "You don't get to play with working particles and functionality because you're not playing on a spectacular PC." This is what's referred to as "bias", which is an evil concept that nobody should ever take pride in.
We all need to throw in the towel, they seem to have made up their mind, and they're only going to come back for complaints to delete. This comment will likely be deleted too, but I'm not good at stopping myself from fighting for a lost cause. They have the capability to fix this, and definitely the proof that it can be fixed, it's a shame that neither of these are good enough be in their interest.
I've been in the Warped Forest for a few minutes, maybe at least 2. And when I entered, I came directly from a bordering Nether Wastes or Basalt Deltas. No nearby Crimson Forest.
Can confirm. This happens to me while "/gamerule do EntityDrops" is set to "false".
I don't think it's related. If it is, it's fixed right now (20w30a) but exclusively for people with Fabulous! Graphics.
Frightfully, I think this is intended by Mojang for average computer owners to live with this bug. When hovering above the "Fast"/"Fancy" graphics option, it says that transparency will not work, as though it was on purpose. Image is attached. If anyone has an answer as to why this discrimination is happening, please let me know, Google is no help.
Why?
Confirmed for 1.16.2.
Fabian, I understand that you're fed up with all the gripping about Mojang's bias, but you have to realize that not everyone sees everything your way. I can name several examples where this bug would be infuriating, happy to name some of them. Also nothing explains why Mojang can't just re-implement it with the way they did before, thus fixing the bug for everyone, not to mention keeping the same respective performance for each computer. Or rather, they could just do whatever they did in snapshot 20w22a, where the exact same scenario happened.
I do have another computer, an Alienware Aurora, which does run the Fabulous graphics just fine, yet cannot because Fabulous graphics are not compatible with Optifine shaders, but since Mojang cares even less about 3rd party mods than the poor souls on this page, I won't dive further. As for my fairly decent MacBook, given that particle rendering was working JUST FINE before gives no reason why it shouldn't now.
One thing I have to agree with you on is Mojang's priority skills, as they have been very poor. Fan requests like netherite beacons and slightly-more reasonable creative inventory sorting do seem to be far far far more important than gameplay-interfering bugs.
Yes, I know all of this does not help with fixing the bug, but what I am trying to do is tell you how difficult it is to rest with these unjust and unfair results of a bug fix.
Vladimir, not everyone has that option, due to them not having a godlike computer that not every person on the planet can afford.
I don't know what message they want us to take from this. One could be cruel encouragement for people to buy a $1,500+ computer, but I think this is just their way to show Mojang's power and how they do what they want; choose which bugs on this website are ACTUAL BUGS or feature requests that the "reporters should be ashamed of". And of course, what bugs they want to make a slight effort to fix or not, despite clear display that it would be an absolute breeze.
Everyone and every group, no matter how big, can be a hypocrite at anytime in their lives, with me being no exception. But to take pride in it, let it have an horrific effect over a massive chunk of the Minecraft community, and think that it's ok to live and make decisions based on preference because of their massive greatness and/or size, that's hubris, and I hate that more than a lot of other people and ideas that were put onto this world.
YouTube and Microsoft are playing inexplicable Gods as well, probably to a point where it's worse than this, but I know this isn't what this site is about, even thoughI have no clue what this site IS about anymore.Still no luck looking for why a win-win-win (visible particles for everyone + good performance for everyone + compatibility for everyone) is not available as a fix for this bug, especially when pre-1.15-snapshot versions and 20w22a completely proved otherwise. Knowing almighty ignorant stuck-ups and the unstoppable force of a power trip, my hopes on this actually being fixed are no more, but I would still love to know why the fix from 20w22a just couldn't stay, other than Mojang being abusive of their power, I'd really like to believe there's an actually good-hearted reason.
In all honesty, there's no way I could've known this ticket existed, and you know it. I searched "cannot insert disc" and no results came up, therefore I decided to be helpful and report it. And now I discover there's another ticket that's reporting that without saying the actual words, and I get lectured to "use the search function" because I apparently wasn't responsible or respectful enough to do that already. I was trying to do something good, guess intentions don't matter.
Sorry for the duplicate issue just now. Tried searching "cannot insert discs" to see if it had already been reported, and nothing came up. And now I've been told to use the search function properly, because apparently I didn't. Oh, I'm such a fool.
A few more details of this (as of 1.17-rc1):
I hope this helps.
I am unable to reproduce as well, in 1.17.1. So I believe this bug is fixed.
The way the discs are sorted is based on how much they power a redstone comparator. In the order they had before the otherside music disc was added, the went up sequentially from a signal of 1 to a signal of 13. Since they added the otherside disc (signal 14), it has come BEFORE pigstep (signal 13), which isn't right based on the current order. The pigstep and otherside placements in the creative menu should be swapped. Confirmed for 21w43a.
Can confirm for 21w43a, for the following structures and mobs:
What DOES work:
Grey Areas:
Was this issue present in 1.19.3, when bedrock parity to the jukeboxes? I'm wondering if, along the way, the lengths of the discs were somehow hard-coded, forcing custom music to come to a dead stop. Would be nice to have an assignee right about now.
Confirmed for 23w18a.
Still a problem in 1.20 pre2.
Confirmed for 1.20-pre5. I now know why the lengths of discs are hard-coded and come to a dead stop at that time. This is all unfortunately as intended.
As part of Bedrock parity, when a music disc reaches the end of its track, it wants to allow for any other music discs to enter seamlessly, specifically through a hopper, as the current music disc is ejected. To replicate the goal:
1. Place a hopper, place a jukebox directly above it, and place another hopper connected to the jukebox.
2. Place two music discs into the hopper going into the jukebox. One disc will immediately begin playing, the other will remain in the hopper.
3. Once the first music disc has reached the end of its hard-coded length, it will immediately stop playing, and make its way to the hopper below the jukebox. Simultaneously, the second disc from the other hopper will be inserted and immediately start playing.
As you can guess, the game certainly doesn't care how long each record of the client's resource pack is, as each client can be on the same world with different packs with different lengths for a certain disc. That's why the lengths of the records are hard-coded, so that the mechanics of being swapped in/out of jukeboxes is the same for everyone. It undisputedly sucks that we have to kiss the idea of custom-length music discs goodbye, as it's been a staple since 2013 with Minecraft 1.6 allowing custom audio, but it is what it is. Hopefully there may be mods out for anyone who wants to bring back the old mechanics.
Given that this is a Bedrock bug as well, you may be right. I could've sworn that this wasn't always a bug on Bedrock since it was added, but looking at the related bug report, apparently I've been mistaken, and it's been an issue ever since hopper/jukebox mechanisms were added. On the topic of this Java bug, I agree that, if no hoppers are placed under the jukebox, the track should play indefinitely. But since this has never been correctly implemented in Java or Bedrock since the mechanism has been added, I'm not so sure it'll happen soon. We'll just have to wait and see.
Probably some helpful info: this is fixable. I remember when the Better Together Update for Bedrock came out, the hopper mechanics for discs and jukeboxes were implemented, AND the tracks were not abruptly cut off if they were longer lengths than default. Of course, it's bugged now in Bedrock and in Java. And with no mods available to fix, we sort of have to pray that someone notices this and decides to fix. I hope this information helps, not that it will speed things up probably.
I don't know if anyone else has this issue, or if this is related (although I'm sure it is) but, because the freeze/lag from opening/breaking a chest with a buried treasure map in it is so bad, the map itself is loaded as an empty map. It still has the title "Buried Treasure Map", but when it's held in the player's hand, it's displayed as an empty, unused map. When right-clicking, it acts like an empty map and shows the area around the player, completely removing the functionality of it being a treasure map.
I've noticed this just now while playing 1.20.1. But I swear that last month, I was playing on a Survival world in the same version (although it was initially created in 1.20) but this was not an issue at all for me then. So I don't know at all what causes the lag or the failure of the map being properly a buried treasure map.
In case it has any impact, I always set my render distance to 16 and my simulation distance to 12. I do play with OptiFine and/or Fabric, but I've tried loading in a completely vanilla client and it all persists regardless.
@eclipseisoffline First of all, bless you for this. Secondly, if the mod doesn't need to be installed on client, how can it work on Singleplayer worlds? I don't play on servers that use Fabric.
@eclipseisoffline This may not be the place to ask, but idk where else to go, but can I persuade you to port your mod to 1.20.1 Forge?
Finally, an assignee! Thank you, Brandon
Bless y'all for the fix, but if I'm to understand correctly from the changelog in 24w21a, this bug can only be fixed if you're using a datapack that accepts the extended lengths of the custom songs? Just tried in 1.21-pre1 and my custom song cut abruptly again. I'm sure that this is intended, but I'm still hoping for clarity on what to do so that the songs may be fully played without the use of mods.