Fritz Meyer
- Slowking
- slowking
- Europe/Stockholm
- Yes
- No
I have the same problem with sticky pistons and redstone blocks in pre 1 and 2. My witch farm produced this bank of ghost redstone blocks: https://imgur.com/miUlqwe
Can confirm. Mob spawners will not spawn mobs in prerelease 2, neither passive nor hostile. They do still produce fire particles when a player is close to them though.
Placing end crystals on the exit portal in the end does nothing, as seen on the attached screenshot.
This world was started in a snapshot, but quite some time after end crystal crafting was added.
I also hollowed out one of the obsidian pillars.Edit: Found the issue. ExitPortalLocation in level.dat -> DimensionData -> 1 -> DragonFight was saved incorrectly. Y was saved as 56 when in fact 57 is correct. Not sure if that was only an issue in the snapshots or if it still persists.
Zombie Pigman won't walk through fire or over magma blocks
Zombie Pigmen won't walk through fire or over magma blocks, even though it isn't hazardous to them.
To reproduce just make the pigmen angry and put the player somewhere where the only way the pigmen could get them leads through fire or over magma blocks. They won't walk through and won't get the player.
Zombie Pigmen won't walk through fire or over magma blocks, even though
it isn't hazardous to them.
To reproduce just make the pigmen angry and put the player somewhere where the only way the pigmen could get them leads through fire or over magma blocks. They won't walk through and won't get the player.Zombie Pigmen won't walk through fire or over magma blocks, even though they aren't hazardous to them.
To reproduce just make the pigmen angry and put the player somewhere where the only way the pigmen could get them leads through fire or over magma blocks. They won't walk through and won't get the player.
If there is a water block with transparent blocks, like air glass, leaves, or ice underneath, the transparent blocks will reduce the light level by 1 each block. The correct behaviour would be for only water blocks to reduce the light level by 1.
Edit: After further testing, the same thing goes for ice and leaves.
After further testing, the thing goes for ice and leaves.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent
and should be considered a bug.
Is this an automatic response? Because I think the issue is pretty clear and I have no idea how I would capture this on video. It's hard to capture something that is not happening. It not happening, the chunks not being loaded, is the issue.
Please tell me what specifically you want me to show on video.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway
- Go to the other side of the end gateway
- Throw some items through the end gateway
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream
Actual behaviour:
The chunks get not get loaded and the items get stuck in place.
The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks get not get loaded and the items get stuck in place.
The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks
get not get loaded and the items get stuck inplace.The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck in the exact spot, they got teleported to.
The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck in the exact spot
,they got teleported to.The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The second the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The
secondthe player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
Throwsome items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
Dropsome items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Throw some items through the end gateway, using a dropper.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
Throwsome items through the end gateway, using a dropper.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunks get loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk
sget loaded for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunk at the exit location and its neighbouring chunks don't get loaded and the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds and the items get flushed away by the water stream.
Actual behaviour:
The chunk at the exit location and its neighbouring chunks don't get loaded and so the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds (which also loads the neighbouring chunks) and the items get flushed away by the water stream.
Actual behaviour:
The chunk at the exit location and its neighbouring chunks don't get loaded and so the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds (which also loads the neighbouring chunks) and the items get flushed away by the water stream.
Actualbehaviour:The chunk at the exit location and its neighbouring chunks don't get loaded and so the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
End Gateways don't load the chunks on the recieving side of the gateway, when non-player entities travel through them.
Seeing that both nether- and end- portals do load these chunks, when entities travel through them, this behaviour is inconsistent.
How to reproduce:
- Make a water stream at the exit location of an end gateway.
- Go to the other side of the end gateway.
- Drop some items through the end gateway.
Expected behaviour:
The chunk at the exit location gets loaded with a load level of 30, for 15 seconds (which also loads the neighbouring chunks) and the items get flushed away by the water stream.
Observed behaviour:
The chunk at the exit location and its neighbouring chunks don't get loaded and so the items get stuck, in the exact spot they got teleported to.
The moment the player goes back through the end gateway, the player picks up the items, at the exit point, because they didn't get transported by the water.
I don't quite see how the initial description wasn't enough information or unclear. But I added a video and additional information. Hopefully that clears things up.
Fritz Meyer is this still an issue for you in 21w03a or later?
@Fritz Meyer You are probably running into WEB-6757. This ticket describes a similar issue related to logging into the Feedback website, but is not actually the same issue.







I have the same problem with sticky pistons and redstone blocks in pre 1 and 2. My witch farm produced this bank of ghost redstone blocks: https://imgur.com/miUlqwe
The problem with these ghost blocks seem to be that they cause quite a bit of lag. Slime block mob swipers reduce FPS quite drastically now, no comparision to what they did before this bug was introduced. It makes them almost unusable. If it wasn't for the lag, this bug wasn't so bad, yet still somewhat annoying.
Complete world was too big, but here is the end.
Beetroots still don't increase willingness in 1.11.
The first two screenshots were taken with optifine, but the thrid screenshot was taken with an unmodified version of 1.10, as can be seen in the F3 screen. The behaviour is exactly the same. As in, it happens in the unmodified version and there is no reason to close this just because the first two screenshots happen to be from a modified version.
Here are screenshots from vanilla 1.11 (so it's still a problem): https://imgur.com/a/lurOa
Just noticed that they are also avoiding magma blocks.
@Bemoty
I think sometimes they get pushed in by other pigmen and once they are in they walk the rest of the way. But I've never seen one enter fire on it's own.
I changed the title and description to reflect that the same thing happens with magma blocks, which I hadn't yet found at time of creation. It seems to be the same bug that can be fixed in the same way, by setting the danger priority to 0, so it seems a good idea to have them listed in the same issue.
I have this white launcher problem with my NVIDIA GeForce GT 630M, but curiously not with my Intel HD Graphics 3000 (Sandy Bridge). Same computer, same settings otherwise. I also did a complete system reinstall in the meantime, still the same problem.
Also Windows 10.
Making the lower water sources slower is a bad idea in general. Flowing water pushing mobs and players has been a mechanic that has been in the game since forever. Is it really necessary to change it now? This will break nearly every water based mob farm. Not to mention that it also seems buggy.
If you want to make things better and more realistic, have ice under the water effect mobs and players by having them pushed faster.
Fixed in 1.13
Can be seen in this video: https://youtu.be/WLygMYnQu4g?t=429
But I also confirmed with my own testing.
Only one villager can use a workstation. Workstations are assigned by pathfinding. So make sure only one villager can path to a workstation.
Villagers will only restock during working hours.
If all those conditions are met, they should reliably restock.
Since workstation selection is now depending on path finding, this really shouldn't happen. The code should ever only check places the villager can path find to. I assume this is a remnant from the time work station selection was not tied to path finding. Hope it gets fixed soon.
Yeah it's still 23x23 chunks in 1.14.4
I agree this is annoying and might even desensitize you to actual warnings, like those before updating. But I guess Mojang won't fix this.
To fix it yourself, download NBT Explorer, then navigate to "worldname -> level.dat -> legacy_custom_options" and delete that entry.
I don't get how this is "works as inteded". It never worked like this before and air blocks reducing light level make no sense.
Same problem, plus the github login doesn't work either. There I get:
invalid_request: The provided value for the input parameter 'redirect_uri' is not valid. The expected value is a URI which matches a redirect URI registered for this client application.
The Feedback site is a bit of a mess, isn't it?
Fixed in 1.21
Marking this as "Cannot Reproduce", when it was reproduced in 1.20, but fixed in 1.21 seems weird. But whatever, all that really matters is that it is fixed.