Ralixto
- TedORe
- JIRAUSER718547
- Asia/Manila
- Yes
- No
Zombies don't target in BE like in JE.
I'll tell you more later.Zombies don't target in BE like in JE.
Zombies in JE have their arms raised 45
Zombies don't target in BE like in JE.
Zombies in JE have their arms raised 45Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to the right.
Meanwhile, this "bug" makes BE
Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to theright.
Meanwhile, this "bug" makes BEZombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to the left.
Meanwhile, this "bug" makes BE zombies' arms just 90° (in relation to the body) like the image to the right.
Steps to Reproduce
1. Spawn a zombie.
2. /gamemode 0
3. Let them attack you.
You'll see that their arms (before attacking) aren't raised 135° (in relation to the body).
Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to theleft.
Meanwhile, this "bug" makes BE zombies' arms just 90° (in relation to the body) like the image to theright.
Steps to Reproduce
1. Spawn a zombie.
2. /gamemode 0
3. Let them attack you.
You'll see that their arms (before attacking) aren't raised 135° (in relation to the body).Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to the right.
Meanwhile, this "bug" makes BE zombies' arms just 90° (in relation to the body) like the image to the left.
Steps to Reproduce
1. Spawn a zombie.
2. /gamemode 0
3. Let them attack you.
You'll see that their arms (before attacking) aren't raised 135° (in relation to the body).
Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to the right.
Meanwhile, this "bug" makes BE zombies' arms just 90° (in relation to the body) like the image to the left.
Steps to Reproduce
1. Spawn a zombie.
2. /gamemode 0
3. Let them attack you.
You'll see that their arms (before attacking) aren't raised 135° (in relation to the body).
Postscript
Is this a bug or a community suggestion?
Zombies don't target in BE like in JE.
Description
Zombies in JE have their arms raised 135° (in relation to the body) like the image to the right (when they detect a target).
Meanwhile, this "bug" makes BE zombies' arms just 90° (in relation to the body) like the image to the left.
Steps to Reproduce
1. Spawn a zombie.
2. /gamemode 0
3. Let them attack you.
You'll see that their arms (before attacking) aren't raised 135° (in relation to the body).
Postscript
Is this a bug or a community suggestion?
Description
Skeletons use the correct sound subtitles, like the image to the left.
But then illusioners use the same sound and subtitles! (the image to the right)
How to Reproduce
1. /summon illusioner
2. /gamemode 0
3. Look at the subtitles (provided that the "Allow Subtitles" option is turned on).
Description
Skeletons use the correct sound subtitles, like the image to the left.
But then illusioners use the same sound and subtitles! (the image to the right)
How to Reproduce
1. /summon illusioner
2. /gamemode 0
3. Look at the subtitles (provided that the "Allow Subtitles" option is turned on).
I was just testing if endermen were also able to teleport away from tipped arrows (with effects).
As I was testing it (with a Tipped Arrow of Poison II for two seconds), yes, the enderman test subject teleported away (as expected), but the effect carried through the enderman!
Reproducing
1. (optional) /gamemode 1
2. Shoot at the enderman with any tipped arrow effect.
Results
Expected
The effects should not carry through the enderman.Actual
The effects carried through the enderman.I was just testing if endermen were also able to teleport away from tipped arrows (with effects).
As I was testing it (with a Tipped Arrow of Poison II for two seconds), yes, the enderman test subject teleported away (as expected), but the effect carried through the enderman!
Reproducing
1. (optional) /gamemode 1
2. Shoot at the enderman with any tipped arrow effect.
Results
Expected
The effects should not carry through the enderman.
Observed_
The effects carried through the enderman.
I was just testing if endermen were also able to teleport away from tipped arrows (with effects).
As I was testing it (with a Tipped Arrow of Poison II for two seconds), yes, the enderman test subject teleported away (as expected), but the effect carried through the enderman!
Reproducing
1. (optional) /gamemode 1
2. Shoot at the enderman with any tipped arrow effect.
Results
Expected
The effects should not carry through the enderman.Observed_
The effects carried through the enderman.I was just testing if endermen were also able to teleport away from tipped arrows (with effects).
As I was testing it (with a Tipped Arrow of Poison II for two seconds), yes, the enderman test subject teleported away (as expected), but the effect carried through the enderman!
Reproducing
1. (optional) /gamemode 1
2. Shoot at the enderman with any tipped arrow effect.
Results
Expected
The effects should not carry through the enderman.
Observed
The effects carried through the enderman.
I tried {{/give @s netherite_axe{display:
{Name:"\"poop\""},Enchantments:[
{id:sharpness,lvl:255}; [
{id:smite,lvl:255}]} 1}} and it just came out like this (see picture at the bottom, and I had to use the Minecraft Wiki's Inventory template to do this)
I tried {{/give @s netherite_axe{display:
{Name:"\"Living and Undead Slayer\""},Enchantments:[
{id:sharpness,lvl:255}; [
{id:smite,lvl:255}]} 1}} and it just came out like this (see picture at the bottom, and I had to use the Minecraft Wiki's Inventory template to do this)
Splash potionsdisplay the same issue as MC-248616Potions with a potency over 10 display the same issue as MC-248616
Is this the same as
[MC-248616|bugs.mojang.com/browse/MC-248616]?
So I was fighting the wither (in Creative), but I decided to test if arrows of Instant Health II would damage the wither more than Instant Health I, and as I went throwing splash potions of h
ealing at him, he did regenerate, but his shield was still there! Only when I restarted Minecraft did it disappear. Now, Mojang, what?So I was fighting the wither (in Creative), but I decided to test if arrows of Instant Health II would damage the wither more than Instant Health I, and as I went throwing splash potions of harming at him, he did regenerate, but his shield was still there! Only when I restarted Minecraft did it disappear. Now, Mojang, what?










Maybe because the diamond is placed first when breaking/broken.
Are you using a "make 2D items 3D" mod?
Actually, the subtitles of the sound minecraft:item.crossbow.loading_start seem to continue up to the sound minecraft:item.crossbow.loading_middle. I tested it in Bedrock (I had a mod that allows BE to use Java subtitles) and JE.
Seems like it's unintentional
Sorry, I had a lot to do, so I said "I'll tell you more later".
I've updated it. Now, can you solve this "bug" again?
Thanks
Also in BE, see MCPE-156656
Thanks for saying that. Acknowledged.
Wait a second, how is this a feature request???