DecafDawren
- TheDoctorLink
- thedoctorlink
- Europe/Paris
- Yes
- No
Pillager patrols can spawn in villages
When a sound is played using /playsound, it can be heard in all dimensions (assuming the player is near the coordinates from which the sound is played), no matter which dimension the command was executed in.
For example, let's take this command:
/execute at @s in minecraft:the_end run playsound block.anvil.land master @a ~ ~ ~ 1 1Since the command is executed in the end, what should happen is the sound can only be heard when in the end, but not when in another dimension. What actually happens is the player hears the sound no matter which dimension they're currently in (including custom dimensions from a datapack).
This isn't due to using @a since the selector here is only used to select which player is eligible to hear the sound, and if the player is too far away the sound will not be played (and it shouldn't be played if the player is in another dimension as well).
Also, with /particle, even if @a is specified, the player will not see particles regardless of dimension, but only in the dimension the command was executed in (distance also can prevent the particles from being displayed if the mode isn't set to force).

Version 1.12 is also affected, and this bug also occurs in Multiplayer.
This also occurs on Java 8 and on Linux.
I can confirm that this happens on Linux, and not on Windows
Can confirm on a normal world in 19w03c (happens on Windows and on Linux)
Can confirm in 1.14.2-pre4 using Linux
This also works with sprinting (doing the same thing than with flying instead of pressing W twice). What I think is happening is that when you leave the inventory, it thinks you stopped pressing that key while you were in the inventory and are now pressing it again, so it thinks it's a second input when it's technically the same input.
You posted this as a Java Edition bug despite specifically stating that you're on Bedrock... You should probably report this bug again in the right section.
That might be intentional since chickens are quite small.
Make sure the issue doesn't come from the datapack itself
Fishing works perfectly for me, make sure particles are enabled in your settings
1.14.3 Pre-Release 2 mostly fixes this, as patrols can no longer spawn in a well lit area, so the player can prevent them from spawning in the village
This doesn't seem to occur on my PC anymore (using 1.14.2)
This still happens in 1.14.4
I agree that this is far from fixed, it'd be the same if there was an issue with entities not rendering in fast/fancy settings and saying it's "fixed" because they do in fabulous, even if the higher settings work properly, the lower settings shouldn't be left broken. It makes sense that stuff looks different with different settings, but it shouldn't behave differently.
And since 1.16 has been fully released now, I can confirm this is still a bug in 1.16 and is in fact not fixed
Except the sound isn't played for players who are too far away, so it shouldn't play the sound only based on the selector, you just use the selector so it won't play the sound for some players
Same thing applies for /particle, if you specify @a the particle will still only be displayed in the dimension the command was executed in, so playsound should work the same way
I made a pack to fix the UV-mapping on all of these
bell_fix.zip
Can confirm on Linux with an NVIDIA GT 730
Can confirm in 1.18.1
Bats correctly enter the flying animation when they start flying after hanging from a block so this only affects bats that are spawned or reloaded while already flying, which seems to be the case for all naturally generated bats. Bats spawned using a spawn egg or /summon minecraft:bat ~ ~ ~ {BatFlags:1b} correctly enter the flying animation.