Jumong D. Isla
- Sixtinine
- JIRAUSER468923
- Europe/Stockholm
- Yes
- No
Mushroom stems aren't placable by setblock or fill commands or give commands
How to replicate:
1.type/give @p or /setblock ~~~
2. Then type mushroom_stem(that is the identifier of the block)
Expected:
"Mushroom_stem" will appear in the list of givable/ placable things
What happened:
"Mushroom_stem" won't appear in the list, therefore, the command will not work
Using addons, you can make a feature rule and you can make it add a tree or plant feature that places this block. The identifier for it is "minecraft:mushroom_stem"
I tried it and the mushroom stem block spawned like how I wanted it to.
Mobs tend to get confused and constantly jump when on no-collision blocks like flowers and grass. It also happens when the mob that it is riding dies but is still in it's death animation
How to reproduce?
- Spawn a mob
- Get it to pathfind over blocks like buttons, fire and carpets
- Observe.
Expectation:
The mob is suppose to be able to path through the no-collision blocks without having troubles
Observation:
They get confused and attempt to jump over it like it is a solid block
Possible fix:
Make the mob only jump if the block they are pathfinding to has a hitbox height of 0.8 blocks or more and has collision
Behavior bugCharge item behavior inconsistency
Custom projectile entities are desynced in the client-side.
When you spawn one, they seem to just float even though the server-side entity is moving or at least have changed positions.
I can't show this without a video but here is how to reproduce:
- Make an addon that adds a custom projectile
- Get it to move by using a mob to shoot it, or slime blocks.
Expectation:
The projectile should move in the client and server
Observation:
The projectile will only move server-sidedly but the projectile will stay at where it were in the client-side, just floating there.
Custom projectile entities are desynced in the client-side.
When you spawn one, they seem to just float even though the server-side entity is moving or at least have changed positions.
I can't show this without a video but here is how to reproduce:
- Make an addon that adds a custom projectile
- Get it to move by using a mob to shoot it, or slime blocks.
Expectation:
The projectile should move in the client and server
Observation:
The projectile will only move server-sidedly but the projectile will stay at where it were in the client-side, just floating there.
For the addon that I sent, spawn a wither skeleton and replace their hand item with a bow. Then get them to attack you because they shoot a custom projectile
This is a little hard to explain but basically, there is a minor difference between player commands and command block commands when ran.
The most noticable way I can show this off is via /data
How to reproduce:
1./data merge a skeleton or a zombie while they have a target with a command block set on repeat
2.do the same thing but with player commands or data packs
Observation:
When the /data is ran via command block, the zombie or skeleton's behavior is not interrupted, while player ran or data pack ran commands causes the mobs to freeze
Expectation:
Like command block ran commands, they shouldn't freeze in place when getting /data'd
This is a little hard to explain but basically, there is a minor difference between player commands and command block commands when ran.
The most noticable way I can show this off is via /data
How to reproduce:
1./data merge a skeleton or a zombie while they have a target with a command block set on repeat
2.do the same thing but with player commands or data packs
Observation:
When the /data is ran via command block, the zombie or skeleton's behavior is not interrupted, while player ran or data pack ran commands causes the mobs to freeze
Expectation:
Like command block ran commands, they shouldn't freeze in place when getting /data'd
Command used: /data merge entity @e[type=skeleton,limit=1,sort=nearest] {false_value:false} (I recommend using a false value like what I did to not completely affect the mob's state when testing)





















Mark Derickson No I wasn't, It will need OptiFine to work, and as you can see it says "1.16.1/Vanilla"
They should fix the bow AI goal in general because there are a lot of bugs involving it.
One of the most notable ones are this and skeletons sliding on the floor after losing their target while strafing
I think the main reason is that the strafing is not properly cancelled by the code when the skeleton switches from strafing to pathfinding mode. This causes the movement amplifier values to get mixed up
This is becaused Mojang changed the format for custom blocks... The 1.12-1.14 format no longer work
Fixed in 1.16.200.57!!
Yes, when you add the component to an item, it will play the use animation but it won't shoot a projectile or lose durability
Magdalena Wardak yes, it still does not deal damage in water
Yes, if you keep spawning spiders in snow biomes, not a single stray riding it would spawn (same with the nether)
Can I close this?, it seem to have been fixed by accident