ff135
- sandro38
- JIRAUSER765640
- Europe/Stockholm
- Yes
- No
copper redstone component recipe inconsistencyCopper redstone component recipe inconsistency
if the player is knocked up by the new wind charge item, fall damage is not dealt.
to reproduce, look straight down, jump and use a wind charge quickly after jumping.
edit: this works as intented, i skipped some of the changelog
if the player is knocked up by the new wind charge item, fall damage is not dealt.
to reproduce, look straight down, jump and use a wind charge quickly after jumping.
edit: this works as intented, i skipped some of the changelog apparently, sorry
firing a
crossbow doesn't make a soundfiring a Crossbow doesn't make a sound
Over-Overkill advancement is granted even if the damage was resisted.
Almost all Copper Bulbs in Trial Chambers are weathered/oxidized
In Bedrock Edition, almost all copper bulbs that generate in trial chambers are the weathered/oxidized variant, which is inconsistent with Java Edition counter parts. Java ones are generated in more variety
, but mostly bright enough that it isn't too dark to explore it.You can see the difference in the attached images. the issue could be reproduced on any seed in any trial chambers.
In Bedrock Edition, almost all copper bulbs that generate in trial chambers are the weathered
/oxidizedvariant, which is inconsistent with Java Edition counter parts. Java ones are generated in more variety.You can see the difference in the attached images. the issue could be reproduced on any seed in any trial chambers.
In Bedrock Edition, almost all copper bulbs that generate in trial chambers are specifically the weathered variant, which is inconsistent with Java Edition counter parts. Java ones are generated in more variety.
You can see the difference in the attached images. the issue could be reproduced on any seed in any trial chambers.
Almost all Copper Bulbs in Trial Chambers are specifically the weathered variant
Firing a Wind Charge when tick rate is above 20 will cause it to stutter while flying. (applies to Breeze Wind Charges too)
To reproduce:
- Run the command: /tick rate 30
- Start moving left or right
- Throw Wind Charges and observe their flight patterns
Observed behavior:
Wind Charges stutter and glitch while flying
Expected behavior:
Wind Charges would smoothly fly in a line
Regular Trial Spawners spawn the first mob with Ominous Trial equipment if they were last active asominousRegular Trial Spawners spawn the first mob with Ominous Trial equipment if they were last active as Ominous
If a trial spawner turns ominous and gets completed, the next time it goes off cooldown and gets regularly activated, the first mob spawned will still have the equipment from ominous trials.
Steps to Reproduce :
- Locate a trial spawner in trial chambers (make sure the spawned mob can equip, like skeletons)
- Drink an ominous bottle, go into survival to turn the spawner ominous and beat it
- Drink milk to remove trial omen
- To quickly pass the cooldown, stand on top of the spawner and run the command: /data merge block ~ ~-1 ~ {cooldown_ends_at:0L}
- Make sure you go into survival to activate the spawner again and observe the first spawned mob
Observed Behavior :
The mob will usually be wearing equipment exclusive to ominous trials, like trimmed armor
Expected Behavior :
The mob wouldn't have equipment exclusive to ominous trials
If a trial spawner turns ominous and gets completed, the next time it goes off cooldown and gets regularly activated, the first mob spawned will still have the equipment from ominous trials.
Steps to Reproduce :
- Locate a trial spawner in trial chambers (make sure the spawned mob can equip, like skeletons)
- Drink an ominous bottle, go into survival to turn the spawner ominous and beat it
- Drink milk to remove trial omen
- To quickly pass the cooldown, stand on top of the spawner and run the command: /data merge block ~ ~-1 ~ {cooldown_ends_at:0L}
- Make sure you
gointosurvival to activate the spawner again and observe the first spawned mobObserved Behavior :
The mob will usually be wearing equipment exclusive to ominous trials, like trimmed armor
Expected Behavior :
The mob wouldn't have equipment exclusive to ominous trials
If a trial spawner turns ominous and gets completed, the next time it goes off cooldown and gets regularly activated, the first mob spawned will still have the equipment from ominous trials.
Steps to Reproduce :
- Locate a trial spawner in trial chambers (make sure the spawned mob can equip, like skeletons)
- Drink an ominous bottle, go into survival to turn the spawner ominous and beat it
- Drink milk to remove trial omen
- To quickly pass the cooldown, stand on top of the spawner and run the command: /data merge block ~ ~-1 ~ {cooldown_ends_at:0L}
- Make sure you are in survival to activate the spawner again and observe the first spawned mob
Observed Behavior :
The mob will usually be wearing equipment exclusive to ominous trials, like trimmed armor
Expected Behavior :
The mob wouldn't have equipment exclusive to ominous trials
If a trial spawner turns ominous and gets completed, the next time it goes off cooldown and gets regularly activated, the first mob spawned will still have the equipment from ominous trials.
Steps to Reproduce :
- Locate a trial spawner in trial chambers (make sure the spawned mob can equip, like skeletons)
- Drink an ominous bottle, go into survival to turn the spawner ominous and beat it
- Drink milk to remove trial omen
- To quickly pass the cooldown, stand on top of the spawner and run the command: /data merge block ~ ~-1 ~ {cooldown_ends_at:0L}
- Make sure you are in survival to activate the spawner again and observe the first spawned mob
Observed Behavior :
The mob will usually (not always) be wearing equipment exclusive to ominous trials, like trimmed armor
Expected Behavior :
The mob wouldn't have equipment exclusive to ominous trials
taking the result out from crafting does not consume the ingredients
note: the bug does not happen every time
Chamber "Pedestal" in Trial Chamberssometimesdoesn't have Ominous VaultsChamber "Pedestal" in Trial Chambers often doesn't have Ominous Vaults
In trial chambers, chamber "Pedestal" sometimes doesn't generate with ominous vault
s. Unsure if intentional.Seed: 8915750935968840868
Coordinates: -490 570
In trial chambers, chamber "Pedestal" sometimes doesn't generate with an ominous vault. Unsure if intentional.
Seed: 8915750935968840868
Coordinates: -490 570
In trial chambers, chamber "Pedestal" sometimes doesn't generate with an ominous vault. This is inconsistent with all other chamer rooms. Unsure if intentional.
Seed: 8915750935968840868
Coordinates: -490 570
1.21 Pre-release 1 has made the launch effect of Wind Burst enchantment stronger, but this isn't stated in the changelog.
Note: this issue preferably shouldn't be fixed by reverting wind burst to it's original state, considering how insanely rare the enchantment (Takes around 60 Ominous Vaults to get just a single Wind Burst III book) is and that you only get tier I each time. This change is good.
1.21 Pre-release 1 has made the launch effect of Wind Burst enchantment stronger, but this isn't stated in the changelog.
Note: this issue preferably shouldn't be fixed by reverting wind burst to it's original state, considering how insanely rare the enchantment (Takes around 60 Ominous Vaults to get enough for just a single Wind Burst III book) is and that you only get tier I each time. if fixed so, at least make the enchantment reasonably obtainable. This change is good.
Wind burst is triggered by wind charges hitting enemies as long as the player is holding the mace, is not flying and has fallen the required distance.
Note: this could be a fun thing to keep as a feature, hope it stays
1.21 Pre-1 increased attack speed of the mace so players could chain charged attacks with wind burst, however it's not quite enough for consistency do this.
players get to do critical attacks very inconsistently, which is the issue.In the attached video, you can see in the subtitles that "critical" and "weak" attacks happen randomly and interchangeably, making the mace damage unreliable and random.
The possible fixes are to either revert the mace attack speed so players consistently do weak attacks with wind burst, or (preferably) slightly increase the mace attack speed so players consistently do critical attacks.
1.21 Pre-1 increased attack speed of the mace so players could chain charged attacks with wind burst, however it's not quite enough for consistency do this.
Players get to do critical attacks very inconsistently, which is the issue.
In the attached video, you can see in the subtitles that "critical" and "weak" attacks happen randomly and interchangeably, making the mace damage unreliable and random.
The possible fixes are to either revert the mace attack speed so players consistently do weak attacks with wind burst, or (preferably) slightly increase the mace attack speed so players consistently do critical attacks.
if you look straight down and shoot a wind charge, your X and Z coordinates will be slightly and randomly shifted. You can observe X and Y coordinates changing in the attached video, even though the player is looking 90 degrees down
Expected Behavior: the wind charge would knock the player straight up without any horizontal movement
if you look straight down and shoot a wind charge, your X and Z coordinates will be slightly and randomly shifted. You can observe X and Y coordinates changing in the attached video, even though the player is looking 90 degrees down
Expected
Behavior: the wind charge would knock the player straight up without any horizontal movementif you look straight down and shoot a wind charge, your X and Z coordinates will be slightly and randomly shifted. You can observe X and Y coordinates changing in the attached video, even though the player is looking 90 degrees down.
Steps to Reproduce:
- look straight down
- turn on the debug screen and look at your X and Z coordinates
- use a wind charge
Observed Results: X and Z coordinates change
Expected Results: the wind charge would knock the player straight up without any horizontal movement (no change to X and Z coordinates)
Wind charges prevent fall damage accumulation above the launch height even if the player has landed on a higher area. this only lasts for a few seconds.
To reproduce, build a 5 block high pillar, use a wind charge from the ground to launch yourself and land on the pillar, then quickly walk off to fall back on ground
Observed behavior: The player will not take damage.
Expected behavior: The player will take fall damage, since they have previously landed and the wind charge damage negation should no longer be in effect.
In
the firstvideo, the player takes fall damage as expected since there was a longer delay between landing on the pillar and landing on the ground. In thesecondvideo, the player does not take fall damage, even though the same thing happens, but faster.Wind charges prevent fall damage accumulation above the launch height even if the player has landed on a higher area. this only lasts for a few seconds.
To reproduce, build a 5 block high pillar, use a wind charge from the ground to launch yourself and land on the pillar, then quickly walk off to fall back on ground
Observed behavior: The player will not take damage.
Expected behavior: The player will take fall damage, since they have previously landed and the wind charge damage negation should no longer be in effect.
In one of the videos, the player takes fall damage as expected since there was a longer delay between landing on the pillar and landing on the ground. In the other video, the player does not take fall damage, even though the same thing happens, but faster.
Wind charges will damage the player for no reason after launching yourself, getting hit by another one on the way down and jumping once on the ground.
Steps to Reproduce (see video):
- Build a tall pillar.
- Stand next to the pillar and launch yourself.
- When you're at the highest point of launch, throw another wind charge directly at the pillar.
- Once you land, (you will expectedly take fall damage on landing, not a bug) do a regular jump.
Observed Results:
You will take a lot of damage by just jumping and landing on the ground.
Expected Results:
You wouldn't take damage from jumping.
Wind charges will damage the player for no reason after launching yourself, getting hit by another one on the way down and jumping once on the ground.
Steps to Reproduce (see video):
- Build a tall pillar.
- Stand next to the pillar and launch yourself.
- When you're at the highest point of launch, throw another wind charge directly at the pillar.
- Once you land, (you will expectedly take fall damage on landing, not a bug) quickly do a regular jump.
Observed Results:
You will take a lot of damage by just jumping and landing on the ground.
Expected Results:
You wouldn't take damage from jumping.
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985orMC-270687
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985orMC-270687
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985orMC-270687. this is about player taking damage when wind charges should negate it
Wind burst can damage the player 2 separate times on just one use, once when landing for the mace hit and another time for when the player lands after the wind burst, even when the player has used a wind charge to launch themselves, meaning that they shouldn't take damage on the first instance.
To Reproduce:
place an armor stand, use a wind charge to launch yourself and right when you're about to land, hit the armor stand with a mace enchanted with wind burst
Observed Results:
Player takes damage twice
Expected Results:
Player wouldn't take fall damage for the first land, since wind charges prevent fall damage.
Note: the bug only happens if you hit the armor stand when you're about to hit the ground, meaning you have to hit late with the mace.
This bug is not the same as
MC-269985orMC-270687. this is about player taking damage when wind charges should negate it
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you and forget about you
Expected behavior:
the breeze would reposition and try to attack you again
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you and forget about you
Expected behavior:
the breeze would reposition and try to attack you again
This is intended with
MC-266567being WAI
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you and forget about you
Expected behavior:
the breeze would reposition and try to attack you again
Th
is isintended withMC-266567being WAIBreeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you and forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like this
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you
andforget about youExpected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like thisBreeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player.
Steps to Reproduce:
- build a small wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you, it will completely forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like this
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player. No other mob acts this way
Steps to Reproduce:
- build a small wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you, it will completely forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like this
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player. No other mob acts this way
Steps to Reproduce:
- build a small wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you, it will completely forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like thisNote: please fix this before the release of 1.21. it really ruins the experience with breezes and related chambers. i found this out just by playing through the trial chambers in survival, it's immediately noticeable that something is wrong.
Breeze immediately forgets the player once Line of Sight is lost, even through transparent blocks
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player. No other mob acts this way
Steps to Reproduce:
- build a small wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you, it will completely forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like thisNote: please fix this before the release of 1.21. it really ruins the experience with breezes and related chambers. i found this out just by playing through the trial chambers in survival, it's immediately noticeable that something is wrong.
Breeze will completely forget the player and not try to reposition to attack once there is a block between the player and the breeze and it can't see the player. No other mob acts this way
Steps to Reproduce:
- build a small wall
- spawn a breeze and go into survival
- have the breeze target you, then break line of sight with it by going around the wall
- wait and observe the breeze's behavior
Observed Behavior:
the breeze will not follow you, it will completely forget about you
Expected behavior:
the breeze would reposition and try to attack you again
The observed behavior shouldn't be intended with
MC-266567being WAI, and in previous versions the breeze AI was not like thisNote: please fix this before the release of 1.21. it really ruins the experience with breezes and related chambers. i found this out just by playing through the trial chambers in survival, it's immediately noticeable that something is wrong.
Wind burst explosions can knock items and XP away, which results in mob drops being launched extremely far away when using the mace. This behavior highly discourages players to use the mace to kill mobs as most drops will be lost
Steps to Reproduce:
- spawn a mob that drops something upon death
- get a mace with wind burst III
- use the mace smash attack to kill the mob
Observed Behavior:
Items and XP dropped by the mob are launched very far away.
Expected Behavior:
Items and XP dropped by the mob stay near where the mob died, allowing players to collect them.
Note:
This bug does not always happen. it can be reproduced more consistently by trying to hit as late as possible so the wind burst happens closer to the ground, giving the drops more horizontal momentum
Wind burst explosions can knock items and XP orbs away, which results in mob drops being launched extremely far away when using the mace. This behavior highly discourages players to use the mace to kill mobs as most drops will be lost.
Steps to Reproduce:
- Spawn a mob that drops something upon death
- Get a mace enchanted with Wind Burst III
- Use the mace smash attack to kill the mob
Observed Behavior:
Items and XP dropped by the mob are sometimes launched very far away.Expected Behavior:
Items and XP dropped by the mob stay near where the mob died, allowing players to collect them.Note:
This bug does not always happen. It can be reproduced more consistently by trying to hit as late as possible so the Wnd Burst happens closer to the ground, giving the drops more horizontal momentum.
books already are common in the latest preview, they should be uncommon or rare instead
All copper bulbs in the chamber Eruption are in their base state. none of them are exposed, weathered or oxidized.
Steps to Reproduce:
- generate world with this seed: -2275744594652264290
- go to coordinates 100 -15 120
- look at the copper bulbs
Observed Results:
All copper bulbs in the room are unoxidized.
Expected Results:
the oxidation levels of the bulbs are random, just like other rooms.
Relates to MCPE-180321
All copper bulbs in the trial chamber "eruption" are in their base state. none of them are exposed, weathered or oxidized.
Seeds and coordinates:
1.21.2: -9202887599315359214, 2439 -10 -1472
1.21.30.21: -2275744594652264290, 100 -15 120Steps to reproduce:
- Generate world with a seed from the list above
- Go to the specified coordinates
- Look at the copper bulbs
Observed result:
All copper bulbs in the room are unoxidized.Expected result:
The oxidation levels of the bulbs are random, just like in other rooms.(also happens in java edition)
The dispenser trap in Encounter_4 does not work consistently in java edition due to Projectile/Redstone timing disparity. (this report is not about fixing those parity issues)
Steps to reproduce:
- use the command: /place template minecraft:trial_chambers/hallway/encounter_4
- go in the room in survival mode
- jump to the platform that has the trap
Observed result:
the arrow comes out too early and often fails to knock off the player (unlike Bedrock Edition)
Expected result:
the player would be knocked off into the pointed dripstone (like Bedrock Edition)
To fix the issue, the layout of the room in Java Edition can be changed so the trap works (which is better than leaving the room as is for the sake of layout parity).
Music disc "Creator" and the heavy core do not have the same rarity. They should have the same rarity according to the guidelines from 24w33a:
- The chance of finding it in a loot table, including mob drops
- The amount of travelling required to obtain it
- The difficulty of any obstacle which must be overcome to obtain it
- The possible amount of that item or block which exists in the world
all of these factors are the same for both items, but they have different rarities (both items have a 7.5% chance of dropping from exclusively ominous vaults)
Trial spawners make sounds even when players aren't near them, this results in the sound cap being filled up. this prevents players from using trial spawners in high quantity for creating. I was not able to add more trial spawners in the world using a datapack due to this bug.
Steps to reproduce:
- place a lot of trial spawners with a mob in them
- go far away
- see sounds in f3
- test the consequences by doing actions that cause multiple sounds, for example a breeze shooting at you with trapdoors nearby.
Observed result:
- the sound cap is maxed
- some sounds will not be audible, such as the wind charge explosions from the breeze
Expected result:
- the sound cap is not filled
- all sounds are audible
This can also be seen without placing any spawners. Just having a naturally generated trial chamber loaded causes the issue.
Trial spawners make sounds even when players aren't near them, this results in the sound cap being filled up. this prevents players from using trial spawners in high quantity for creating. I was not able to add more trial spawners in the world using a datapack due to this bug. even without any modifications to the game, it can go over half full just from existing trial chambers
Steps to reproduce:
- place a lot of trial spawners with a mob in them
- go far away
- see sounds in f3
- test the consequences by doing actions that cause multiple sounds, for example a breeze shooting at you with trapdoors nearby.
Observed result:
- the sound cap is maxed
- some sounds will not be audible, such as the wind charge explosions from the breeze
Expected result:
- the sound cap is not filled
- all sounds are audible
This can also be seen without placing any spawners. Just having a naturally generated trial chamber loaded causes the issue.
Trial spawners make sounds even when players aren't near them, this results in the sound cap being filled up. this prevents players from using trial spawners
in high quantityfor creating. I was not able to add more trial spawners in the world using a datapack due to this bug. even without any modifications to the game, it can go over half full just from existing trial chambersSteps to reproduce:
- place a lot of trial spawners with a mob in them
- go far away
- see sounds in f3
- test the consequences by doing actions that cause multiple sounds, for example a breeze shooting at you with trapdoors nearby.
Observed result:
- the sound cap is maxed
- some sounds will not be audible, such as the wind charge explosions from the breeze
Expected result:
- the sound cap is not filled
- all sounds are audible
This can also be seen without placing any spawners. Just having a naturally generated trial chamber loaded causes the issue.


































Likely intentional
this is likely intentional. why would oxidized ones be waxed?
i did not actually see in the changelog. this works as intented
this seems to happen when the corridor is too long (multiple corridors generating back-to-back).
this is likely intentional. normal skeletons spawn in snow biomes and normal zombies spawn in deserts too
this likely works as intended. wolf armor now absorbs all damage until broken
this behavior is new as of 24w11a
In the attached images, you can see that the copper floor is missing and unlike the rest of the quadrants, it's empty. I have attached another image with a top-down view.
Affects the latest release too. though it's much more obvious as a bug in snapshot as it's inconsistent with Wolf Armor
I tried the same thing with a ravager. 30 block fall with a charged non-crit hit was enough to kill it, however spamming resulted in only 25 damage(which still kills villagers). Additionally, you can't crit when spamming.
wind charges also can't hit entities for a short time after going through non-full blocksUntitled video - Made with Clipchamp (2).mp4
Jittering also happens when you shoot a wind charge while moving Untitled video - Made with Clipchamp (3).mp4
run the following command: /summon husk ~ ~ ~ {active_effects:[
{id:"minecraft:resistance",amplifier:4b,duration:9999}]}
deal high enough damage to the husk with the mace and the advancement will be granted, even though the husk doesn't die (which means 50 hearts of damage isn't dealt)
use this command: /setblock ~ ~ ~ vault{config: {key_item:
{count: 1, id:"minecraft:dirt"}}}
trial key will not open this vault, but the advancement will still be granted.
I have attached a video showcasing this issue. You can see how the area cloud hitbox gets smaller very slowly, which means the effect isn't being applied to the mob below.
they did for all projectiles. this is the sound:
/playsound minecraft:entity.breeze.deflect
Yes
This issue seems to be fixed in 24w18a
This bug also affects throwing wind charges. As of 24w18a, it's impossible to crit with a mace after using a wind charge, and if MC-270158 is fixed, this bug will prevent players from using wind burst after using a wind charge
mace damage is calculated based on distance fallen, so this may be WAI
this is caused by MC-118740
it's more of a 'caused by'. This report is for a bug with the design of the room, not about the dispenser
it's just a very specific timing, i don't think i can do much. it took me a while to reproduce after encountering it for the first time. Right when the player is about to land, sneaking and shooting the wind charge causes this. it seems to happen more often when the angle is 75-80. There is also another thing that seems to happen more often than this, but im not sure if it's a seperate bug: the player gets bounced up again after landing, but upon landing again, takes fall damage
now only affects copper bulbs
entrance_1:
entrance_2:
entrance_3:
unlike entrance_1, both entrance_2 and entrace_3 don't have cut copper on floor between wall pillars and don't have chiseled tuff above copper bulbs.
Assembly:
chamber_8
grand_staircase_3 has unwaxed copper blocks.
two of the entrances in chamber_1 and chamber_2 have unwaxed oxidized cut copper
How are corridors related to this issue? All Chamber rooms have a guaranteed ominous vault, but the chamber "pedestal" is an exception because it often doesn't have an ominous vault. Is the chamber "pedestal" not supposed to have a guaranteed ominous vault?
breeze and wind charges also render strangely in front of other transparent blocks like glass and grates
is this really intended? if i fall 50 blocks, successfully do a smash attack and the wind burst clearly launches me up, why would i still take the damage of a 50 block fall? this makes the weapon worse, as the whole "risk and reward" and smash attack saving you is gone. you take damage every time
the previous fix completely negated fall damage after using wind burst, but the bug is about taking damage even though you successfully hit your target.
i added this comment incase there was a misunderstanding with what the bug is actually about
This is not fixed for assembly. Assembly breeze spawner still sometimes spawns only one breeze when ominous
After further testing, the bug still seems to affect all rooms, but it seems to happen very occasionally and randomly
still not fixed in 1.21 pre-1 with wind burst I
This is caused by entities having a 15 second portal cooldown
This actually duplicates
WEB-7154Why is this issue marked as fixed? it still affects 1.21 Pre-Release 1 when using Wind Burst I. Requesting resolution review.
0.65 is also a viable option for attack speed
This bug is still not fixed in 1.21 Pre-Release 2
xDrachenblutx It should be possible because if MC-270160 is fixed, Wind Burst I will be unusable
Easier way to reproduce is to just jump off using a wind charge and land at a lower height where you would take damage, then do a regular jump for the bug. This bug likely happens because even after you land, the fall damage accumulation point is still briefly at the launch location (opposed to now being on the ground where you are), making the game think you fell way more by just jumping than you actually did
By carefully watching the attached video, you can see this bug may be caused by the sword's sweep attack. the sweep attack damages multiple mobs, which causes wind burst to trigger multiple times
i think this happens because unlike the mace smash attack which instantly resets fall damage upon hitting (which is disabled when using wind burst), wind burst has delay, so if you hit it too late, you'll take damage. due to this, no matter how precise you are, it is impossible to use wind burst without taking damage on small mobs like silverfish and baby zombies
for the first video, the bug is practically
MC-272823but for mace.Wind burst does seem to launch the player up consistently now (
MC-272823seems fixed), but the player still takes damage. i have attached videos showing that without wind burst, hitting the mob properly prevents death. with wind burst, you can clearly see the burst happens and the players is launched upwards, but damage is taken immediately and the player dies. the game is slowed down and the mob gets hit as soon as possible, yet the player still dies. on mobs such as zombies, you may not die since they are taller and wind burst has more time to properly launch the player up.This results in a mace with wind burst being worse in a lot of cases than without, since the core "if you hit, you survive" mechanic is gone
This is the behavior of wind burst in minecraft bedrock 1.21 (which is done), even in the previews for 1.21.10, so fixing this for java 1.21 would bring the feature out of parity. Even getting just Wind burst I is already rarer than the heavy core, so this isn't really a problem, rather it gives more options, because wind burst I was previously pointless. Reverting to the old behavior would result in the player having to go through ~66 ominous vaults - ~11 trial chambers to get a single usable enchantment
I am unable to reproduce this in 1.21 pre-2. Even though you fall damage if you hit late, you always get launched up
With the fix of
MC-272886, this bug also seems fixed (both are practically the same bug)Can confirm. This likely happens due to the fall damage accumulation point not resetting once the player falls on the ground, instead it stays where the player used the mace, similar to
MC-272823andMC-272886Do you mean the Beacon? the Beacon seems to work fine in the nether, i am unable to reproduce the bug
This is actually now fixed in 1.21 pre4 and wind burst feels way better to use (players still take damage if they dont hit anything). please don't revert it
Yes, the issue can be closed as fixed. it no longer happens
Also, the breeze doesn't even try to chase the player on flat ground if the player gets out if it's shooting range
it may take some attempts to reproduce. as i said, using the smash attack on the latest possible tick is a more consistent way to reproduce. better way to reproduce is to have the mob one block above the ground you do your smash attack on instead of flat ground
If you jump from the far left edge, it's more likely you will get hit because the arrow gets more time to travel
Seed for Preview 1.21.60.24:
8087835382114736804, 50 0 5050
Note: this bug seems to happen in the vertical chamber right below these coordinates too, due to dispenser traps always generating a fully bright bulb.
I attached the biome configuration for mangrove swamps in 25w05a. in the placed features, they do not contain firefly bushes, unlike swamps