Th0mas_02
- Th0mas
- th0mas
- Europe/Stockholm
- Yes
- No
So in this snapshot seems to be fine, but 1 thing I notice when I play my Survival World or any type of Worlds, is that I don't see Hostile Mobs spawning that often when it turns to night time.
The screenshots you see below, is that no hostile mobs are spawning that often. And I did lock the Difficulty to Normal as a proof. However, they will spawn nearby your spawn area where you started when you create a new world, but the further away you go, they will spawn very slowly.
This also happens in Superflat World, where only Slimes seems to be fine to spawn in the day time, rather than other hostile mobs at night.NOTE: They "do" spawn sometimes, but the further away I go from them (as of Superflat World and Default Worlds), they rarely spawn. In the last Snapshots they would spawn more normally, rather than little amount in this Snapshot.
The bug that I found a couple of weeks ago is that the tamed wolves and cats are not able to teleport to The Player when they are on the Snow Layer Block (other blocks works just fine).
The video shows the evidence of Wolves with 2 examples:1st Wolf: On the Grass Block
2nd Wolf: On the Snow Layer Block above the Grass BlockHopefully it gets solved soon
The bug that I found a couple of weeks ago is that the tamed wolves and cats are not able to teleport to The Player when they are on the Snow Layer Block (other blocks works just fine).
The video shows the evidence of Wolves with 2 examples:1st Wolf: On the Grass Block
2nd Wolf: On the Snow Layer Block above the Grass BlockHopefully it gets solved soon, or else my Dogs or Cats would be lost in the Cold!
-Th0mas
TamedWolvesand Cats are not able to teleport toThePlayer when they are on theSnowLayerBlocksTamed wolves, cats and parrots are not able to teleport to the player when they are on the snow layer blocks
The bug that I found a couple of weeks ago is that the tamed wolves and cats are not able to teleport to
ThePlayer when they are on theSnowLayerBlock (other blocks works just fine).
The video shows the evidence ofWolves with 2 examples:1st
Wolf: On theGrassBlock
2ndWolf: On theSnowLayerBlock above theGrassBlockHopefully it gets solved soon, or else my
Dogs orCats would be lost in theCold!-Th0mas
The bug that I found a couple of weeks ago is that the tamed wolves and cats are not able to teleport to the player when they are on the snow layer block and ice blocks (other blocks works just fine).
The video shows the evidence of wolves with 2 examples:1st wolf: On the grass block
2nd wolf: On the snow layer block above the grass blockHopefully it gets solved soon, or else my dogs or cats would be lost in the cold!
-Th0mas
The bug that I found a couple of weeks ago is that the tamed wolves and cats are not able to teleport to the player when they are on the snow layer block and ice blocks (other blocks works just fine).
The video shows the evidence of wolves with 2 examples:1st wolf: On the grass block
2nd wolf: On the snow layer block above the grass blockHopefully it gets solved soon, or else my dogs or cats would be lost in the cold!
(Check out this bug where the tamed animals don't propely teleport:
MC-156211)-Th0mas
Small Slime Hitbox aresomehow the Big Slime HitboxSmall Slime Hitbox are incorrect.
Big and Medium size Slimes have their own hitboxes, but when I killed a Medium Slime, they were splitted and got pushed further than I excpected.
The Bug here is that the Small Slime Hitbox are somehow The Big Slime Hitbox, though having the Debug to check the Hitbox, the size for it is normal for the Small Slime.The Screenshot below is shown the Small Slime are on 1 each Grass Block when they are suppose to move instead of being big. The 1 without the hitboxes, the other 1 with Hitboxes on are shown aswell.
A video is also shown with Small Slime's Blue line (The Direction of what the Mob is looking at) has an interesting hitbox when it comes to Bows/Crossbows. You are able to hit him with the arrow, but not able to hit it with the sword.
That's the Bug I got for you today. Have a nice weekend!
-Th0masBig and Medium size Slimes have their own hitboxes, but when I killed a Medium Slime, they were splitted and got pushed further than I excpected.
The Bug here is that the Small Slime Hitbox are somehow The Big Slime Hitbox, though having the Debug to check the Hitbox, the size for it is normal for the Small Slime.The Screenshot below is shown the Small Slime are on 1 each Grass Block when they are suppose to move instead of being big. The 1 without the hitboxes, the other 1 with Hitboxes on are shown aswell.
A video is also shown with Small Slime's Blue line (The Direction of what the Mob is looking at) has an interesting hitbox when it comes to Bows/Crossbows. You are able to hit him with the arrow, but not able to hit it with the sword.
(Edit: This also affects Magma Cubes since they are similar to Slimes)
That's the Bug I got for you today. Have a nice weekend!
-Th0mas
Big and Medium size Slimes have their own hitboxes, but when I killed a Medium Slime, they were splitted and got pushed further than I excpected.
The Bug here is that the Small Slime Hitbox are somehow The Big Slime Hitbox, though having the Debug to check the Hitbox, the size for it is normal for the Small Slime.The Screenshot below is shown the Small Slime are on 1 each Grass Block when they are suppose to move instead of being big. The 1 without the hitboxes, the other 1 with Hitboxes on are shown aswell.
A video is also shown with Small Slime's Blue line (The Direction of what the Mob is looking at) has an interesting hitbox when it comes to Bows/Crossbows. You are able to hit him with the arrow, but not able to hit it with the sword.
(Edit: This also affects Magma Cubes since they are similar to Slimes
)That's the Bug I got for you today. Have a nice weekend!
-Th0masBig and Medium size Slimes have their own hitboxes, but when I killed a Medium Slime, they were splitted and got pushed further than I excpected.
The Bug here is that the Small Slime Hitbox are somehow The Big Slime Hitbox, though having the Debug to check the Hitbox, the size for it is normal for the Small Slime.The Screenshot below is shown the Small Slime are on 1 each Grass Block when they are suppose to move instead of being big. The 1 without the hitboxes, the other 1 with Hitboxes on are shown aswell.
A video is also shown with Small Slime's Blue line (The Direction of what the Mob is looking at) has an interesting hitbox when it comes to Bows/Crossbows. You are able to hit him with the arrow, but not able to hit it with the sword.
(Edit: This also affects Magma Cubes since they are similar to Slimes, but since they jump higher, they move pretty rapidly).
That's the Bug I got for you today. Have a nice weekend!
-Th0mas
Vindicators and ravagers don't attack players, villagers and iron golems during raids
Ever since the AI changes with the Pillagers and Villagers (along with raid changes in 19w13a), it seems to have affected all the AI of the mobs in the game.
Usually the mobs look at you when they are following/hunting you, instead they will look in the skies for a little second and then look at you again.
Even walking are a bit weird. They will go from right to left when it's going down or up a block.
Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Though Elder Guardians spawn normally in their temples, but the guardians do not, even if you difficulty is on easy, normal, hard or hardmode.
And with fishes, the Advancement: "Tactial Fishing" seems to not to be obtainable in survival, unless from Wandering Traders and Fisherman villager.
Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Though Elder Guardians spawn normally in their
temples, but the guardians do not, even if you difficulty is on easy, normal, hard or hardmode.And with fishes, the Advancement: "Tactial Fishing" seems to not to be obtainable in survival, unless from Wandering Traders and Fisherman villager.
Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Though Elder Guardians spawn normally in their Monument, but the guardians do not, even if you difficulty is on easy, normal, hard or hardmode.
And with fishes, the Advancement: "Tactial Fishing" seems to not to be obtainable in survival, unless from Wandering Traders and Fisherman villager.
Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Though Elder Guardians spawn normally in their Monument, but the guardians do not, even if your difficulty is on easy, normal, hard or hardcore mode.
And with fishes, the Advancement: "Tactial Fishing" seems to not to be obtainable in survival, unless from Wandering Traders and Fisherman villager.
Fishesand Guardiansdon't spawn in upgraded worlds and new created world.Fishes, guardian and drowned don't spawn in upgraded worlds and new created worlds
Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Though Elder Guardians spawn normally intheirMonument, but the guardians do not, even if your difficulty is on easy, normal, hard or hardcore mode.
And with fishes, the Advancement: "Tactial Fishing" seemsto notto be obtainable in survival, unless from Wandering Traders and Fisherman villager.Since the last snapshot, 19w13a & b, fishes and guardians seems to no longer spawn in your upgraded worlds and newly created worlds. Squids and dolphins spawn normally though. (This is NOT the case of the Render Distance issue of hostile mobs spawning)
Drowned don't seem to spawn either when there is a deep ocean biome. However, they do spawn normally in the underwater ruins.
Though Elder Guardians spawn normally in their Monument, but the guardians do not, even if your difficulty is on easy, normal, hard or hardcore mode.
And with fishes, the Advancement: "Tactial Fishing" seems to not to be obtainable in survival, unless from Wandering Traders and Fisherman villager.
Villagers don't run away from ravagers, pillagers,orvindicatorsVillagers don't run away from ravagers, pillagers, vindicators or zombies
Villagers don't run away from ravagers, pillagers, vindicatorsorzombiesVillagers don't run away from ravagers, pillagers, vindicators, zombies or husks
Since the new raiding changes in the last snapshot, 19w13a and b, it also changed the Villager AI a little bit.
This bug somehow made it's return once again! (Because I know it was fixed not that long ago)Simply, ravagers attack villagers as normal, but the villagers don't run away from them again. They do run though when they get attacked.
This also affects pillagers, vindicators, evokers, zombies and husks.
Villagers don't run away from ravagers, pillagers, vindicators, evokers, zombies or husks
Since the new raiding changes in the last snapshot, 19w13a and b, it also changed the Villager AI a little bit.
This bug somehow made it's return once again! (Because I know it was fixed not that long ago)Simply, ravagers attack villagers as normal, but the villagers don't run away from them again. They do run though when they get attacked.
This also affects pillagers, vindicators, evokers, zombies and husks.
Note: I tested this again in the (b) snapshot, and sometimes villager will run away from vindicators, but not that often.
Vindicators will sometimes stop attacking/following the player and sometimes stay next to the playerHostile mobs will sometimes stop attacking/following the player and sometimes stay next to the player
The bug:
Vindicators attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still.It can cause the axe to appear for a split second and disappears again.The bug:
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you. Rest of them seems to work fine:
-Vindicator
-Zombie Pigman
-Zombie
-Zombie Villager
-Husk
-Enderman
The bug:
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you. Rest of them seems to work fine:
-Vindicator
-Zombie Pigman
-Zombie
-Zombie Villager
-Husk
-Enderman
-Drowned
The bug:
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you. Rest of them seems to work
fine:
-Vindicator
-Zombie Pigman
-Zombie
-Zombie Villager
-Husk
-Enderman
-DrownedThe bug:
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you for 1 second and staying next to you. Rest of them seems to work normally:
-Vindicator
-Zombie Pigman
-Zombie
-Zombie Villager
-Husk
-Enderman
-Drowned
The bug:
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you for 1 second and staying next to you. Rest of them seems to work normally:
-Vindicator
-Zombie Pigman
-Zombie
-Zombie Villager
-Husk
-Enderman
-Drowned
(This relates to the latest report I just created:
MC-148243
Hostile mobs will sometimes stop attacking/following the playerandsometimes stay next to the playerHostile mobs will sometimes stop attacking/following the player, sometimes will stay next to the player
The bug
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.These are the mobs I know so far who will sometimes stop attacking you for 1 second and staying next to you. Rest of them seems to work normally:
- Vindicator
Zombie Pigman (Zombified Piglin)- Zombie
- Zombie Villager
- Husk
- Enderm
an- Drowned
- Wither Skeletons
- Silverfish
- Endermite
Wolves- Dolphins
(This relates to the latest report I just created:
MC-148243The bug
Hostile mobs attack players, villagers and iron golems normally, but sometimes they will just stop following the player for about a second. Sometimes it will stay next to the player if the player stays still. A video evidence and screenshot shown as proof.
These are the mobs I know so far who will sometimes stop attacking you for 1 second and staying next to you. Rest of them seems to work normally:
- Vindicators
- Zombified Piglins
- Zombies/Zombie Villagers/Husks/Drowned
- Endermen
- Wither Skeletons
- Silverfish
- Endermites
- Dolphins
(This relates to the latest report I just created:
MC-148243
As the issue with the hitbox of the normal fox in the last snapshot got a fix, but the hitbox issue still affect the baby fox model.
As the issue with the hitbox of the normal fox in the last snapshot got a fix,
butthe hitbox issue still affect the baby fox model.As the issue with the hitbox of the normal fox in the last snapshot got a fix, the hitbox issue still affects on the baby fox model.
Foxes body modelwill go2 pixel higher when sleepingFoxes body model are 2 pixel higher when sleeping
Ever since Jellie cat type was added back in 18w50 snapshot till now, I haven't seen it spawned in any village I have found in any type of world (either default nor superflat). And with the new cat spawning mechanic in this snapshot, I still don't see them spawn at all.
Will bring the screenshots once I get them!Ever since Jellie cat type was added back in 18w50 snapshot till now, I haven't seen it spawned in any village I have found in any type of world (either default nor superflat). And with the new cat spawning mechanic in this snapshot, I still don't see them spawn at all.
Here are some screenshots of different cats that are spawning in villages, which doesn't include Jellie!
Ever since Jellie cat type was added back in 18w50 snapshot till now, I haven't seen it spawned in any village I have found in any type of world (either default nor superflat). And with the new cat spawning mechanic in this snapshot, I still don't see them spawn at all.
Here are some screenshots of different cats that are spawning in different villages, which doesn't include Jellie!
Ever since Jellie cat type was added back in 18w50 snapshot till now, I haven't seen it spawned in any village I have found in any type of worlds (either default nor superflat). And with the new cat spawning mechanic in this snapshot, I still don't see them spawn at all.
Here are some screenshots of different cats that are spawning in different villages, which doesn't include Jellie!
Cat type "Jellie" don't spawn naturally in villages in your worlds
The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, wolf, wither skeleton, enderman, spider.
These mobs do knockback when your blocking.19w14a:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.
The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.
The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, drowned, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.
The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, drowned, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, drowned, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a & b and Pre-Release 1 - 3:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.
The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, drowned, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a & b and
Pre-Release 1 - 3:The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.The bug:
Ever since the beginning of 1.14 snapshots, mobs wouldn't do knockback when a player is blocking with a shield.
Here are some screenshots from the current version (1.13.2) and current snapshot (19w14b)1.13.2:
Vindicators, zombie pigman/villager, zombie, husk, drowned, wolf, wither skeleton, enderman, spider and silverfish.
These mobs do knockback when your blocking.19w14a & b and beyond of 1.14:
The mobs I said above don't do knockback in the current version.
However, this doesn't affect to creeper/tnt explosions, as you still do knockback from it. And arrows from skeletons/strays will still bounce of the shield.
Th0mas_02, as the reporter of this ticket, you don't need to comment if a new version is affected.




























































Confirmed in 19w09a. But the reason of hostile mobs not spawning that often, is the issue with the render distance.
If you set the Render Distance to 11 or above, Hostile Mobs will be able to spawn frequently. And if you have it on 10 or lower, thats the reason why the Mobs are not able to spawn in that often.
Try to set the Render Distance to 11 or above, that should fix it
The real bug is with the Render Distance issue. Only if you have it on 10/9 or lower is when you wont really see them spawning.
If you set the Render Distance to 11 or higher, then that should fix it
Not sure why from Render Distance 10/9 or lower would not let them spawn anywhere in the World.
If you set your Render Distance to 11 or higher, it should fix it.
I did notice it aswell, but with the Render Distance 11 or higher as you said, it will spawn.
Yes, this apperantly only happens in Creative Mode. Thank you for mentioning that!
Cats are really not suppose to swim, so they will drown.
However, if you have a trusted Ocelot in the water, they won't drown.
Still confirmed for 19w13a.
Thanks for the headsup! Didn't they wouldn't either in the last snapshot.
Try to set your render distance to 12 or higher, that might fix it.
Set your Render Distance to 12 or higher, that should fix it.
Do you use the Ender Pearl or just a spawn egg? If you use the spawn egg, they usually won't attack. Only attack if spawned from the Ender Pearl you have thrown.
It happened since 19w13a.
Nope. They will simply go past and go inside the doors to try to get the Villagers, but never happened.
This doesn't happen with me, so I don't know what the problem could be. If you had proof of them dropping it, then screenshot it or record.
All effect will get remove when you drink milk. This includes Bad Omen. So drinking milk to get rid of the effect "Hero of the Village" works as normal.
Not just all fish variants, but also Guardians will not spawn by the ocean monument. Elder Guardians, however, will still spawn normally.
Confirmed for 19w14a.
That's the snapshot we are in right now, my friend. But it happened since last week!
Blast Furnace requires Smooth Stone, not normal Stone. To get Smooth Stone, you cook up Stone
Kind of. But the only thing here is that his swimming animation that you said are his animation.
But right here they don't do their own animation, but instead have the zombie walking animation, just underwater.
The truth is that I have seen this bug 1.14 snapshots for a while, before the pre-release 1 phase. But this only happens when you hold shift (to run) won't affect on the horse normally, which is why it is causing this glitch.
Riding on the horse without holding shift will not cause the glitch, as the horse will walk up on half blocks and full blocks normally.
This happened to me as well, and only affects to the entity, Villager.
Loading up other worlds from previous snapshots seems to work fine.
Still confirmed for 1.14 Pre-release 1
Still confirmed for 1.14 Pre-Release 1
Yes. This also happens to mobs that can swim. It kind of looks like they will drown, but they won't because of their eye position are about 2 pixels above the water.
For me I don't see this issue. Could it just happen randomly when you find a village or cure a zombie villager?
I chopped down some trees and they do indeed drop sticks all the time I see the leaves decay. So this isn't consurned as a bug.
They have done it since they were first introduced in the first 1.14 snapshots.
Note: This might be a duplicate, but couldn't find in the search bar of the original of this bug.
So I'm a bit unsure.
Still an issue for 1.14 Pre-Release 2
They will still follow you and they can teleport to you. However, if your in the snow biome, they will follow as normal, but will not be able to teleport because they are on the snow layer block.
I can tell by the texture that he's using the "Programmer Art" resource pack. So I guess that is the issue.
It's kind of weird that I created my world in early 1.14 snapshots, and still don't have this bug.
It could be either that you're nearby a cave.
Yeah, it appears that it will only fly in circles when all end crystals are destroyed. With some end crystals left, the ender dragon will fly around the map as usuall. So it only seems to be bugged when it comes to end crystals.
Duplicate of
MC-147772Did a raid yesterday and all of the raiders were stuck in the water and weren't able to attack the player.
It now requires to have the new block, Loom. You can still craft banners, but you can't any colors or decoration to it.
Ah, that makes sense! Thanks for the info!
Still confirmed for 1.14 Pre-Release 3.
Still confirmed for 1.14 Pre-Release 3
That can be true.
Kind of a duplicate of MC-147694
Have you tried the new "Erase Cached Data"? Maybe consider trying that and see if that fixes it.
Such as weaponsmith and toolsmith trading bells
Same has happened to me a few times. Farmer with stonecutter, Cartographer with brewing stand, weaponsmith with smoker/cartography table.
Making some of my villagers unable to trade due to this bug
Still an issue in 1.14 Pre-Release 4
Confirmed for 1.14 Pre-Release 4.
Confirmed for 1.14 Pre-Release 4
So it could just be a creative issue? If so, could you provide a video of proof that survival works normally?
Can confirm for 1.14 Pre-Release 1 - 4.
Maybe consider reporting that bug that it's regenerating her health! But I think someone has already done it, but I can't seem to find it. So maybe you could create one?
I know the name "Johnny" is an easter egg from the movie "The Shining", but the bug here is that it will attack the ravager which is a part of the illager family, so it really shouldn't attack the beast, neither the witch.
Still confirmed for 1.14 Pre-Release 4.
Still confirmed for 1.14 Pre-Release 1 - 4.
The animation issue is that the drowned usually bends up and down when following a player/villager, but hasn't done it in the 1.14 snapshots.
Maybe that could be the issue. She only comes to the portal once and then never comes back down.
Can confirm for 1.14 Pre-Release 5.
Can confirm for 1.14 Pre-Release 5.
Note: Vindicators could attack witches since the illagers were added in 1.11. Since of the upcoming update, they should no longer attack the witches (and the new ravager beast) as they are a part of the raid.
Confirmed for 1.14 Pre-Release 3 - 5.
I recently tested this in legit survival in multiplayer, and the dragon works normally first, but once every crystal is gone and comes to the portal once, it will just fly in circles after it gets hit once by the arrow in that position.
This has happened since 1.13
Confirmed for 1.14 Pre-Release 4 and 5.
Confirmed for 1.14 Pre-Release 5.
This happens to me when I go around 2000 blocks by using the nether portal. The hostile don't seem to spawn at all during night.
However, when I go back to my first portal where I created it or explore the new biomes in different locations, the hostile mobs are spawning as normal as they should.
Could be an issue that hostile mobs don't spawn during night when traving a few thousand blocks away from a nether portal to another?
Relates to
MC-148179Confirmed for 1.14 Pre-Release 5
Duplicate of
MC-6431Channeling only works during thunderstorms, not normal rain.
Intended. Villages loaded from 1.13.2 and below and upgrading to the newer versions, the old village structures will stay the same. To find the find the new village, you have to go further blocks away in order to find the new village structure.
However, villagers will have their profession skin and their same trades as from 1.13.2 and below.
Relates to/Duplicate of
MC-148179Still affects to the full 1.14 release.
Still an issue for the full 1.14 release.
Duplicate of
MC-147890It says it's fixed for a future version. This will be fixed in the upcoming 1.14.1 update quite soon.
Duplicate of
MC-149178.This happens to everyone in the latest release.
Intended.
Other range mobs like skeletons can accidently shoot other mobs such as zombies, which will go after the player first, but eventually towards the skeleton if got hit.
This has happened since all the way back in 1.0!
Still in 1.14.3 pre2
Even if it gets shot by a skeleton, pillager, ravager's roar and blaze, it would first go for them, BUT if a player is nearby a mob that the creeper is going for, would then go towards you.
And as Tim said above that if there are no nearby players, it will attack the mob he got hit from.
I have been doing some testing lately of cat spawning on how it works.
All you need is 5 villagers with 5 different workstations, 5 beds and a bell.
At any time, any type of cat will eventually spawn, including Jellie!
However, in naturally found villages, they still will not spawn like all 10 other cat types do!
Wasn't this so called "secret feature" on the other console editions (way before 1.14) and was patched due to confirm it was a bug?
Are you using a different texture pack maybe?
This has happened for a while now, since either 1.10 or 1.12. To see the horse or other entities (this doesn't happen to Minecarts and boats), you relog to the world or if lucky, press F3 + T to reload the resources (it may work, but I don't know).
No.
It could likely be that the place you cured the villager and started a raid there were like 100s of blocks away from your spawn/home!
And Illagers don't despawn once the bar is gone. They will still be there and never despawn.
(Like other hostile mobs, they despawn at random time, whilst Illagers do not despawn, as they a similar with the Villager.)
It has been doing that since 1.7 till now!
Could this be related to
MC-147711?Weirdly enough, this doesn't happen to me.
Experienced it 1.14.4 pre-releases. Haven't seen that happening 1.14.3... but I do know that it's still there.
I haven't seem to get this issue. Does it only happen when it comes under a certain block and make it "locked"?
Intended.
The difference between zombies and zombie villagers, is that zombies and husks have the same head. Making it able to convert into drowned. (Husk - Zombie - Drowned)
Whilst zombie villager have their villager head. They will still sink into the ocean, but will NOT be able to convert into a drowned, since it is not possible.
(If there was a Drowned Villager variant, then it would have worked. Unfortunately, we don't have type of villager variant.)
Kind of relating to
MC-156211Can confirm in 1.14.4 pre-releases (1-6)
Still in the game in 1.14.4 Release
They aren't added for them yet, but will soon.
Intended.
Neutral mobs (like wolves and foxes), can still attack you even if your in peaceful mode difficulty and take no damage.
For foxes to attack the player, you have to attack another player when you have a trusted fox with you
Confirmed in the latest snapshot 19w35a.
Can confirm for the latest snapshot 19w35a
Ender Dragon have a chance of entering the gateway portal after you have respawned her.
If you enter the portal BEFORE the Ender Dragon, it would unload the chunk and make the dragon not able to move.
Don't worry, once it enters, she will fly back to the island.
Can confirm that it's still an issue in 19w36a.
It only works when you punch the block in creative. The level will still be kept, even at the max level.
This makes honeycomb and honey farm broken!
Glad to see a fix to it soon!
Piglin turning into Zombified Piglin only happens in the Overworld, not in any other dimensions.
Thanks Orbic! The list has been updated to the specific mobs that still has the issue.
Can confirm that. Seems like it's fixed now! Thanks for letting me know!