VirtualSun
- Sun_in_VR
- JIRAUSER610575
- America/Los_Angeles
- Yes
- No
When lava or water flow to a Glow Lichen block, the liquid will awkwardly pause at the lichen as though it were a solid block.
Attached are some strange situations created due to thisbehavior.When lava or water flow to a Glow Lichen block, the liquid will awkwardly pause at the lichen as though it were a solid block.
Hanging Roots and Dripleaf Blocks exhibit the same behavior.
Liquidsbehave as though Glow Lichen were asolid block.Liquids think new plant blocks are solid blocks.
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttlExpected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttl**
Expected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Warden's dig cooldown unconditionally resets on sniff
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttl**
Expected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
When a warden is distracted from sniffing a target, the anger level towards that target will still increase if in range.
Steps to Reproduce:
- Load a new world
- Obtain some snowballs
- Summon a warden
- S
wap to survival if not already in survival- Once the warden begins to sniff for the
player, throw a snowball to distract itStay near the warden, and listen for the "Warden notices" soundExpected Result:
The warden would continue its path without noticing the
playerObserved Result:
The warden will continue its current path, but its anger at the
playerincreasesWhen a warden is distracted from sniffing a target, the anger level towards that target will still increase if in range.
Steps to Reproduce:
- Load a new world
- Obtain some snowballs
- Summon a warden
- Summon a valid target for the warden
- Once the warden begins to sniff for the target, throw a snowball to distract it
- Listen for the "Warden notices" sound
Expected Result:
The warden would continue its path without noticing the target
Observed Result:
The warden will continue its current path, but its anger at the target increases if in sniffing range



I'd imagine that most of the blocks should break. The vast majority of plant blocks in the game break on contact with liquids. And, the strangeness in the last picture is something I don't imagine would be intentional at all.
However, I would agree that Big Dripleaf shouldn't break. Having it be destroyed by liquids might not be acceptable for builders who intend for players to step on the block.