Sean
- SeanWasTaken
- seanwastaken
- America/Chicago
- Yes
- No
I expected the water in a waterfall to look like it was flowing down when behind glass blocks.
What actually happened was the water behind the glass looked like it wasn't moving
Steps to Reproduce:
1. Place glass blocks directly in front of a waterfall (or any downward flowing water)
2. Look at the water through the glass blockIt's a slight difference, but noticeable if you look closely. The water appears to be moving a little but that's due to the flowing on the other side of the waterfall.
Tropical Fish, Salmon, and Cod (didn't happen with pufferfish in my testing) randomly stop moving after a while, even when right next to the player. They don't move or turn, but their swimming animation continues while they stay in place. Relogging fixes it temporarily, so does unloading and reloading the area. Hitting the fish also makes them start moving again.
This seems to happen eventually to all fish that are loaded for long enough, the only exception was when fish are trying to crowd into a corner (
MC-140755orMC-148996).They specifically end up freezing at whole number y coordinates. Even the mobs trying to move into corners will gather at a specific y value and stay there. Fish in the same school seem to all be at the exact same y level. This isn't universally true, some fish freeze in other places, but it is a noticeable trend. It's easiest to notice with tropical fish, because they're so small.
To reproduce:
- Create a body of water of any size. I used a 8 x 8 x 5 box
- Fill it with tropical fish (you want at least a couple schools, I did about 100 fish)
- Wait. Some fish stop moving within a couple minutes. Within 6 or 7 minutes, most tropical fish will either be crowding into a corner or have stopped moving entirely. The larger fish seem to take longer, at least when densely packed together.
To reproduce:
- Recreate the following setup in minecraft, with no other water sources nearby:
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is spawned closer to the inaccessible water source than an accessible one (guy in the the picture is in the process of spinning)
See attached video
The spinning doesn't always happen; when the bottom layer of the water is above the axolotl, it just looks up and doesn't spin
5To reproduce:
- Recreate the following setup in minecraft, with no other water sources nearby:
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is spawned closer to the inaccessible water source than an accessible one (guy in the the picture is in the process of spinning)
See attached video
The spinning doesn't always happen; when the bottom layer of the water is above the axolotl, it just looks up and doesn't spin
5To reproduce:
- Recreate the following setup in minecraft, with no other water sources nearby:
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is spawned closer to the inaccessible water source than an accessible one (guy in the the picture is in the process of spinning)
See attached video
The spinning doesn't always happen; when the bottom layer of the water is above the axolotl, it just looks up and doesn't spin
Axolotls attempt to pathfind towards unreachable water, then start spinning, eventually drying out and dying
How to reproduce:
- Recreate the above setup in minecraft, with no other water sources nearby (can use any solid blocks, I used barriers for visibility)
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is spawned closer to the inaccessible water source than an accessible one (guy in the the picture is in the process of spinning)
See attached video
The spinning doesn't always happen; when the bottom layer of the water is above the axolotl, it just looks up and doesn't spin
Axolotls attempt to pathfind towards unreachable water,then start spinning,eventually drying out and dying
How to reproduce:
- Recreate the above setup in minecraft, with no other water sources nearby (can use any solid blocks, I used barriers for visibility)
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is
spawned closer to the inaccessible water source than an accessible one(guy in the the picture is in the process of spinning)
See attached video
The
spinning doesn't always happen; when the bottom layer of the water is abovethe axolotl, it just looks up and doesn't spin
How to reproduce:
- Recreate the above setup in minecraft, with no other water sources nearby (can use any solid blocks, I used barriers for visibility)
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is placed closer to the inaccessible water source than an accessible one.
See attached video
They used to spin when next to the wall, but now they just wander back and forth a little. They seem to lose interest and move a block away, but then approach the wall again. This goes on until they eventually dry out and die.
How to reproduce:
- Recreate the above setup in minecraft, with no other water sources nearby (can use any solid blocks, I used barriers for visibility)
- Spawn an Axolotl nearby and observe.
This happens even when there are other water sources available, if the axolotl is placed closer to the inaccessible water source than an accessible one (Although it may occasionally wander into range of the accessible water source, so it's easier to replicate this behavior if the difference is a few blocks more that what's seen below).
See attached video
They used to spin when next to the wall, but now they just wander back and forth a little. They seem to lose interest and move a block away, but then approach the wall again. This goes on until they eventually dry out and die.
For some reason, rain fixes this. When it starts to rain, the axolotls start pathfinding to the water source they can actually reach, so it's easier to reproduce with doWeatherCycle false
Recently, I realized I haven't heard cave sounds in survival
for a long time. I decided to test it by going caving normally with the f3 menu open andpaid attention to whatthe Mood%was atthe whole time.
What I expected:
Every once in a while, the mood would hit 100% and play a cave sound
What Actually Happened:
The mood never went over 30%, and spent most of the time hovering under 10%. No cave sounds ever played.
I went caving in the normal way most people do- lighting caves up with torches as I went along, and mining any ores I came into contact with. The whole trip lasted a bit over an hour
, and when I ran out of food and decided to go back to the surface, my Mood% was at 0. It was a huge cave system, so I spent the whole time exploring and mining ores. No strip or branch mining, and no stopping to smelt ores.
The only situation where I got my mood up to 100% was when I deliberately stood in a dark cave with no lights around me for severalminutes. I figure it must happen a lot if people go caving without carrying any torches or other light sources with them. Unfortunately, this is not how people normally play minecraft, so it's likely that a lot of people just never hear cave sounds.Recently, I realized I haven't heard cave sounds in survival much. I decided to test it by going caving normally (using the worldgen datapack) with the f3 menu open and kept my eye on the Mood% the whole time.
What I expected:
Every once in a while, the mood would hit 100% and play a cave sound
What Actually Happened:
The mood never went over 30%, and spent most of the time hovering under 10%. No cave sounds ever played.
I went caving in the normal way most people do- lighting caves up with torches as I went along, and mining any ores I came into contact with. The whole trip lasted a bit over an hour. When I ran out of food and decided to go back to the surface, my Mood% was at 0. It was a huge cave system, so I spent the whole time exploring and mining ores. No strip or branch mining, and no stopping to smelt ores.
After some more testing. I found out that this is a problem with bigger caves. Standing in smaller caves, like the old carvers, will still increase the mood even with a couple torches down. However, standing in the middle of a moderately large cave (air space of about 20x20x10 or bigger) causes the mood to decrease steadily with just one torch next to the player.
The algorithm itself might be the same as in 1.16, but since caves have gotten so much bigger it no longer adequately serves its purpose. Practically speaking, players will rarely if ever experience cave ambience in the new caves.
Mood algorithm is broken for new, big caves- no cave sounds after caving for an hour+
Recently, after playing on the new world generation for a while, I realized I haven't heard cave sounds in survival much. I decided to test it by going caving normally (using the worldgen datapack) with the f3 menu open and kept my eye on the Mood% the whole time.
What I expected:
Every once in a while, the mood would hit 100% and play a cave sound
What Actually Happened:
The mood never went over 30%, and spent most of the time hovering under 10%. No cave sounds ever played.
I went caving in the normal way most people do- lighting caves up with torches as I went along, and mining any ores I came into contact with. The whole trip lasted a bit over an hour. When I ran out of food and decided to go back to the surface, my Mood% was at 0. It was a huge cave system, so I spent the whole time exploring and mining ores. No strip or branch mining, and no stopping to smelt ores.
After some more testing. I found out that this is a problem with bigger caves. Standing in smaller caves, like the old carvers, will still increase the mood even with a couple torches down. However, standing in the middle of a moderately large cave (air space of about 20x20x10 or bigger) causes the mood to decrease steadily with just one torch next to the player.
The algorithm itself might be the same as in 1.16, but since caves have gotten so much bigger it no longer adequately serves its purpose. Practically speaking, players will rarely if ever experience cave ambience in the new caves.



















The second picture is with a resource pack that makes glass clear and changes nothing else
Didn't realize it's the same thing, sorry
This either relates to or duplicates
MC-124895, the cause of the clutter seems to be trees generating closer to each otherCan confirm that this is a problem again in 20w28a
Confirmed for 20w28a
My bad- my client was modified, you can close this as invalid
Since my bug report was closed as a duplicate of this, could you update the description to include some if the information I provided in mine? Like reproduction steps
This seems to have become noticeably more common since 21w06a, but I don't know what specifically caused it to. It also seems to happen alongside
MC-214793a lot.Yeah, this frequently coincides with other worldgen bugs like half generated trees- this should be marked as relates to MC-125007 IMO, almost every time I see this bug there are half-trees at the edge of it
This might be a different bug entirely, but something similar happens with carpets, just much less consistently. Can't be reproduced with just one carpet on a dispenser, but happens with a 3x3 of carpets on dispensers. A couple carpets usually remain unbroken, and which ones stay don't seem to be random, but I can't tell what's causing them to break the way they do.
These are all the same structure loaded in at different locations, see how different carpets stayed sometimes. No idea what causes this. Other than the carpets sometimes staying, they completely match the behavior of this bug.
Also can confirm for 21w16a
It's worth clarifying that this does happen even without barrier blocks
Is probably caused by MC-213695
Can confirm for 21w18a
Can confirm for 21w18a. Screenshot attached.
Seed: -1321301486773064317
Coordinates: /execute in minecraft:overworld run tp @s 353.79 16.54 -54.35 152.10 24.30
Not fixed in 21w20a. Axolotls don't spin anymore, but they still try to reach unreachable water sources, even when there's other, reachable water nearby. They still die from this. I attached an image of this in the new snapshot, the Axolotls will kind of wander back and forth next to the 2 block tall wall.
Affects 21w20a
I believe my render distance was below 11, but I don't think I saved and quit the world beforehand. Also, I encountered this 350 blocks away from world spawn.
I can't reproduce it using that seed and coordinates though
Affects 1.17 full release
Affects 1.17 full release
Affects 1.17
Can confirm in 1.17
It seems like the problem is that they're leaving the water and dying, not despawning. If the fences fixed it, then it's probably related to MC-228464