SpaceshipCaptain
- SpaceshipCaptain
- JIRAUSER775488
- America/Chicago
- Yes
- No
Items floating up through unsupported waterlogged scaffolding seem to think that they are stuck inside a block when they reach the bottom of the scaffolding and get flung out. It doesn't seem to be a problem for the top part of the unsupported scaffolding because they just float on through if you throw the item into the middle of the scaffolding
and let them float up.my guess: It might have something to do with the rules of the scaffolding block that lets a player crouch and descend through the top layer of unsupported scaffolding but not the bottom layer.
reproduce steps:
- Create a 3x3x3 of water
- Place scaffolding across the top layer of the 3x3x3 so they are waterlogged but unsupported directly(need the bottom part of scaffolding)
- jump in water and throw items under the scaffolding and watch them float up
- items will start vibrating back and forth like they are stuck in a block when they reach the bottom part of the scaffolding and get flung in a random direction.
expected behavior:
Items should just float up through the scaffolding like it's just another water block.
Imgur Video of bug: https://i.imgur.com/kosnLVC.mp4
Tested and found in: 1.20.4 and 24w14a
If you pick block a sign that was originally placed with NBT data but later edited, it will retain the NBT data from the original placement instead of the edits. In the screenshot, the 3rd sign, picked from the 2nd sign, retains the original NBT data that the 2nd sign was placed with instead of reflecting the current edits.
reproduce steps:
- place down sign
- write some text
- ctrl + pick block that sign and place it down
- edit the 2nd sign's text and/or color
- ctrl + pick block the 2nd sign and place it
- 3rd sign will have the 2nd sign's original NBT data before editing
expected behavior:
ctrl + pick block should grab the sign's current text/color.
Not bugged in 1.20.1
Bugged in 1.20.5 Pre release 1 and 24w14a
random note:
When using Ctrl + Pick Block on the same sign multiple times, it consistently generates a new item in the hotbar instead of scrolling to the identical item already on your hotbar. I thought it should behave like all other non-NBT items but maybe this is intended and not a bug.
imgur video:https://imgur.com/a/ebztqxFBoth nether fungi types and all saplings can grow in/into water blocks when bonemealed but red/brown huge mushrooms cannot.
Expected behavior: red/brown should be allowed to grow underwater to be consistent with the nether fungi and other saplings.
modded imgur video:[-https://imgur.com/a/ebztqxF-]vanilla 1.20.6 video: https://imgur.com/a/zBdZODD
Both nether fungi types and all saplings can grow in/into water blocks when bonemealed but red/brown huge mushrooms cannot.
Expected behavior: red/brown should be allowed to grow underwater to be consistent with the nether fungi and other saplings.
modded imgur video:[-https://imgur.com/a/ebztqxF-]vanilla 1.20.6 video: https://imgur.com/a/zBdZODD
Both nether fungi types and all saplings can grow in/into water blocks when bonemealed but red/brown huge mushrooms cannot.
Expected behavior: red/brown should be allowed to grow underwater to be consistent with the nether fungi and other saplings.
modded imgur video: https://imgur.com/a/ebztqxFvanilla 1.20.6 video: https://imgur.com/a/zBdZODD
Both nether fungi types and all saplings can grow in/into water blocks when bonemealed but red/brown huge mushrooms cannot.
Expected behavior: red/brown should be allowed to grow underwater to be consistent with the nether fungi and other saplings.
Go to the ocean and on the ocean floor place a log-creaking heart-log to make an activated creaking heart. Then turn the game time to midnight and the heart will seemingly try to spawn a creaking over and over again but it can't spawn underwater but plays the sound anyway.
I don't know if creakings should spawn underwater or not but the the sound loop is probably not in
dented.
Go to the ocean and on the ocean floor place a log-creaking heart-log to make an activated creaking heart. Then turn the game time to midnight and the heart will seemingly try to spawn a creaking over and over again but it can't spawn underwater but plays the sound anyway.
I don't know if creakings should spawn underwater or not but the the sound loop is probably not intended.

Can confirm in snapshot 24w13a.
@Jiingy My bad. I have reproduced it in vanilla 1.20.6 and posted an updated imgur video. All the mods I run are creative utility/convenience so I didn't really think about them but I should have spun up a vanilla instance anyway.
I don't think this should necessarily be changed because it would break all the farms that use water to break and collect crop drops. Maybe it should change path/farmland to dirt if there is a water source block above, but not if it's flowing water. Alternatively, make them behave similarly to grass blocks but with a delay. After 30 seconds underwater, they start converting to dirt so farms can still use water collection systems but farmland/paths wont persist underwater indefinitely.
Related to this: You can't create farmland/paths underwater with their respective tools. It seems to check if the block above the dirt block is air, and if true: it converts, false: it does nothing. So even though water doesn't crush path/farmland like all other blocks, it still blocks the conversion. If farmland/paths are allowed underwater, you should be able to create them underwater but if they aren't going to be allowed underwater then the current implementation makes sense. I can make a separate issue for this specifically but the logic seems to be heavily intertwined with any decisions made around this so I thought I would leave it here as a comment.
Can confirm in 1.21
Still an issue in 1.21.
The cause of this bug seems to be that items popping out of frames are always given a set velocity upwards. So when frames are under a block they get sent into that block and flung out randomly.
This mechanic is especially frustrating with item frames underwater because items are given a velocity upwards combined with the buoyancy of items means they always go rocketing towards the surface. Imgur video of the problem
BugTracker Definitely related and maybe the same issue, I'm not sure.