[Mod] Chandler
- TriWonder81
- triwonder81
- America/Chicago
- Yes
- No
Duplicate of
MC-152811
If a bee is angered while it is in a confined (1x1x1 or 1x1x2) space it will freeze and not move.
The bee seen in the video was just placed and just angered when the bug happened
Does that describe your issue?
When using a spawn egg of any mob in game, an adult is usually spawned and baby mobs are only created every once in a while, but with the use of the
hoglin's andpiglin's spawn eggs, babies are produced far more often than any other mob in game.
Spawning Piglinsand Hoglinswith spawn eggs produces babies much more frequently than other mobs
Piglins that are scared by soul fire will run away from the soul fire like they are supposed to. If other soul fire is around them, they will run directly into the soul fire to escape another soul fire.
To Duplicate:
- Create an enclosed chamber like the one in the picture
- Start a soul fire on each corner
- Spawn a Piglin
The Piglin runs back and forth into both fires to escape the other, and the piglin eventually dies.
When I shot an arrow downward through lava, the arrow struck a block of TNT. The TNT lit and detonated, but the arrow fell down and then teleported to where it hit the lava and repeatedly fell over and over again. I tested this with multiple other setups (shooting from the side) and the arrows would always repeat their shooting animation after hitting the TNT and detonating it.
Arrows shotdownwardthrough lava and onto TNT repeat animationArrows shot through lava or fire and onto TNT repeat animation
Arrows shot through lava or fire and onto TNT repeat animation forever
KillingPiglins andHoglins onPeaceful mode grants Monster Hunter advancementKilling piglins and hoglins on peaceful mode grants Monster Hunter advancement
Killing piglins, hoglins and shulkers on peaceful mode grants Monster Hunter advancement
Killing a piglin
or a hoglinon peaceful mode grants the advancement "Monster Hunter" which is not supposed to be achievable on peaceful. The "Monster Hunter" advancement also gives the description: "Kill any HOSTILE monster" and as the hoglinsandpiglins are not hostile on peaceful mode, this advancement should not be granted when they are killed on peaceful mode.Killing a piglin, hoglin or a shulker on peaceful mode grants the advancement "Monster Hunter" which is not supposed to be achievable on peaceful. The "Monster Hunter" advancement also gives the description: "Kill any HOSTILE monster" and as the hoglins, piglins and shulkers are not hostile on peaceful mode, this advancement should not be granted when they are killed on peaceful mode.
When a hunt is going on, the piglins can misfire and hit a hoglin that is not being hunted.
The non-hunted hoglins do nothing in response to being attacked by a piglin even though the hunted hoglin fights back against the hunters.
I tested this multiple times and the hoglin being hunted would always attack back, but the hoglin that wasn't being hunted wouldn't attack back when it was shot by a piglin.
Attacked hoglins don't attack back if not being hunted
When a hunt is going on, the piglins can misfire and hit a hoglin that is not being hunted.
The non-hunted hoglins do nothing in response to being attacked by a piglin even though the hunted hoglin fights back against the hunters.
Steps to Recreate:
- Spawn 2 Hoglins and 3 Crossbow Piglins
- Wait for a hunt to begin
- While the hoglin is being hunted, the other hoglin will help fight
- The piglins will attack both hoglins
- After the hunted hoglin is dead the other hoglin will stop fighting
The 2nd hoglin should have continued attacking the piglins, but didn't because the hoglin being hunted was dead.
I tested this multiple times and the hoglin being hunted would always attack back, but the hoglin that wasn't being hunted wouldn't attack back when it was shot by a piglin and after the hunted one was killed.
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld.
Steps to recreate:
- Create a nether portal on creative mode
- Go through the portal to create a portal in the nether
- Go back through portal and break it at the same time
- If this doesn't work keep attempting it with each portal until it works
- You will be teleported somewhere random in the air
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld.
Steps to recreate:
- Create a nether portal on creative mode
- Go through the portal to create a portal in the nether
- Go back through portal and break it at the same time
- If this doesn't work keep attempting it with each portal until it works
- You will be teleported somewhere random
in the air
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld.
Steps to recreate:
- Create a nether portal on creative mode.
- Go through the portal to create a portal in the nether.
- Go back through portal and break it at the same time.
- If this doesn't work keep attempting it with each portal until it works.
- You will be teleported somewhere random.
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld
.Steps to recreate:
- Create a nether portal on creative mode.
- Go through the portal to create a portal in the nether.
- Go back through portal and break it at the same time.
- If this doesn't work keep attempting it with each portal until it works.
- You will be teleported somewhere random.
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld and sometimes create a duplicate portal.
Steps to recreate:
- Create a nether portal on creative mode.
- Go through the portal to create a portal in the nether.
- Go back through portal and break it at the same time.
- If this doesn't work keep attempting it with each portal until it works.
- You will be teleported somewhere random.
Entering a nether portal whilst breaking it at the same time causes you to teleport to a random location in the nether/overworld
and sometimes create a duplicate portal.Steps to recreate:
- Create a nether portal on creative mode.
- Go through the portal to create a portal in the nether.
- Go back through portal and break it at the same time.
- If this doesn't work keep attempting it with each portal until it works.
- You will be teleported somewhere random.
When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this, place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.
When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this, place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this:
Place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.
When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this
:Place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.
When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this:
Place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.
When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this:
Place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If
the boat was mounted, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.When getting into a boat travelling to the nether, after you enter the nether you are forced out of the boat.
To recreate this:
Place a boat into the nether portal and quickly mount it. The boat can be a little hard to mount because of how quickly it will enter the nether. If you mounted the boat, you will end up in the nether and you will no longer be on the boat, even though the screen still gives the prompt to dismount the boat.
A piglin admiring a gold ingot won't give the player any items for bartering if they are attacked by a wither skeleton while admiring the gold ingot. This will still happen even if the wither skeleton is killed
.
If you set your spawn at a respawn anchor in the nether and then die in the overworld, the respawn anchor does not play its depleting sound like it would if you died in the nether.
This also goes for all different dimensions.
Usingrespawn anchorin the netherand then dying in the overworld does notplay depletingsoundDying in a different dimension than your respawn anchor will cause the anchor not to play depletion sound
Using bone meal on warped/crimson nylium can spread sprouts/roots to each other or other grass blocks
Using bone meal on the warped/crimson nylium causes sprouts and roots of the nylium's type to grow. But if you have warped and crimson nylium next to each other and use bone meal on one of them, their sprouts can spread to each other and other grass blocks despite not growing there naturally.
(See picture for example)
Using bone meal on warped/crimson nylium can spread sprouts/rootsto each other orother grass blocksUsing bone meal on warped/crimson nylium can spread sprouts/roots/fungi to other grass blocks
Using bone meal on the warped/crimson nylium causes sprouts and roots of the nylium's type to grow. But if you have warped and crimson nylium next to each other and use bone meal on one of them, their sprouts can spread to each other and other grass blocks despite not growing there naturally.
(See picture for example)
Nylium can spread to:
Podzol
Grass Blocks
Other types of Nylium
Using bone meal on the warped/crimson nylium causes sprouts and roots of the nylium's type to grow. But if you have warped and crimson nylium next to each other and use bone meal on one of them, their sprouts can spread to each other and other grass blocks despite not growing there naturally.
(See pictures for example)
Nylium can spread to:
Podzol
Grass Blocks
Other types of Nylium
Using bone meal on the warped/crimson nylium causes sprouts and roots of the nylium's type to grow. But if you have warped and crimson nylium next to each other and use bone meal on one of them, their sprouts can spread to each other and other grass blocks despite not growing there naturally.
(See pictures for example)
Nylium plants can spread to:
Podzol
Grass Blocks
Other types of Nylium
Using bone meal on the warped/crimson nylium causes sprouts and roots of the nylium's type to grow. But if you have warped and crimson nylium next to each other and use bone meal on one of them, their sprouts can spread to each other and other grass blocks despite not growing there naturally.
(See pictures for example)
Nylium plants can spread to:
Podzol
Grass Blocks
Soul Soil
Other types of Nylium
/spawnpoint not working in nether if block is specified
I was messing around with the new respawn anchors in the nether, and I wanted to try out the /spawnpoint command in the nether. Unfortunately, any time I used the command I would be told I had no home bed, respawn anchor, or it had been obstructed. This happened even if I died in the nether immediately after setting the spawn point.
Update: I was able to set my spawn point in the nether by using the command only if I did not specify which block to set my spawn to.
Trying to get away form a zombified piglin, I climbed up a ladder. The zombified pigliln couldn't get up the ladder. I tested this with normal piglins, zombies, and other mobs and none of them seemed to be able to pathfind up the ladder.
Upon going back to 1.15.2, all mobs pathfound their way up ladders just fine, so it only seems to affect the snapshot.
Mobs not pathfinding up ladders insnapshotMobs not pathfinding up ladders in 1.16
Trying to get away form a zombified piglin, I climbed up a ladder. The zombified pigliln couldn't get up the ladder. I tested this with normal piglins, zombies, and other mobs and none of them seemed to be able to pathfind up the ladder.
Upon going back to 1.15.2, all mobs pathfound their way up ladders just fine, so it only seems to affect
the snapshot.Trying to get away form a zombified piglin, I climbed up a ladder. The zombified pigliln couldn't get up the ladder. I tested this with normal piglins, zombies, and other mobs and none of them seemed to be able to pathfind up the ladder.
Upon going back to 1.15.2, all mobs pathfound their way up ladders just fine, so it only seems to affect 1.16.
Mobs not pathfinding up ladders since 1.16
Soul Speed lasts afterfalling off ofsoul blocksSoul Speed lasts after leaving soul blocks
When using a soul speed enchantment, you can fall off of or run off of soul blocks and keep the enchantment's speed for a few extra moments, even while not being on soul blocks.
When using a soul speed enchantment, you can
fall off of orrun off of soul blocks and keep the enchantment's speed for a few extra moments, even while not being on soul blocks.
The bug
Lead remains attached to the fence when the mob is killed.
Steps to Reproduce:
- Place down a fence and obtain a lead.
- Summon a pig and use the lead to leash it to the fence.
- Kill the pig and watch the leash knot closely.
Observed Behavior:
Leash knots remain attached to fences when the leashed entity is killed.
Expected Behavior:
Leash knots would not remain attached to fences when the leashed entity is killed. Instead, as soon as the leashed entity is slain, the leash knot should be destroyed.
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
The Bug:
Ice with non-solid blocks below them doesn't create water when mined by players.
Steps to Reproduce:
- Place down some ice and ensure that there's air below it.
- Break the ice.
- Take note as to whether or not ice with non-solid blocks below them doesn't create water when mined by players.
Observed Behavior:
No water is created.
Expected Behavior:
Water would be created.
Code Analysis:
Code analysis by [Mod] Avoma can be found below. An additional code analysis by [Mod] Chandler can be found in this comment.
The following is based on a decompiled version of Minecraft 1.19.2 using MCP-Reborn.
public class IceBlock extends HalfTransparentBlock { ... public void playerDestroy(Level level, Player player, BlockPos blockPos, BlockState blockState, @Nullable BlockEntity blockEntity, ItemStack itemStack) { super.playerDestroy(level, player, blockPos, blockState, blockEntity, itemStack); if (EnchantmentHelper.getItemEnchantmentLevel(Enchantments.SILK_TOUCH, itemStack) == 0) { if (level.dimensionType().ultraWarm()) { level.removeBlock(blockPos, false); return; } Material material = level.getBlockState(blockPos.below()).getMaterial(); if (material.blocksMotion() || material.isLiquid()) { level.setBlockAndUpdate(blockPos, Blocks.WATER.defaultBlockState()); } } } ...
If we look at the above class, we can see that there are two checks that are carried out before allowing ice blocks to be converted into water upon being mined by players. One of these checks is to make sure that the player isn't holding an item enchanted with silk touch at the time of the interaction, and the other is to check if the material below the ice block blocks motion or is a liquid. Because of the material check that's in place here, when ice with non-solid blocks below them is mined by players, it doesn't create water, therefore resulting in this problem occurring.
Fix:
Simply removing the material check within this piece of code before allowing ice blocks to be converted into water upon being mined by players will resolve this problem.
...
Material material = level.getBlockState(blockPos.below()).getMaterial();
if (material.blocksMotion() || material.isLiquid()) {
level.setBlockAndUpdate(blockPos, Blocks.WATER.defaultBlockState());
}
...
... level.setBlockAndUpdate(blockPos, Blocks.WATER.defaultBlockState()); ...
The Bug:
Blocks can be placed outside of the world border by placing them against other blocks within the world border.
Steps to Reproduce:
- Set the world border's center to your current position and to seven blocks wide by using the commands provided below
/worldborder center ~ ~
/worldborder set 7
- Place a fence directly adjacent to the edge of the world border.
- While looking at the side face of the fence that's facing the world border, attempt to place another fence.
- Take note as to whether or not blocks can be placed outside of the world border by placing them against other blocks within the world border.
Observed Behavior:
The fence is placed outside of the world border.
Expected Behavior:
Blocks would not be able to be placed outside of the world border at all, regardless of the block they are placed against.
Code Analysis:
Code analysis by [Mod] Chandler can be found below.
The following is based on a decompiled version of Minecraft 1.16.5 using MCP.
The problem is that the only check for not placing a block outside the border makes sure the position being targeted when the block is placed/an item is used is not outside the border, which doesn't prevent blocks from being placed when used on the side of other blocks that have hitboxes that don't extend to the border's side. At net.minecraft.item.BlockItem in the placeBlock method a check can be added to prevent the block being set if it is outside the world border. The check should be placed there in order to maintain other functionalities such as /setblock outside the border.
The Bug:
Sheep can eat grass through non-full blocks.
Steps to Reproduce:
- Set the "randomTickSpeed" gamerule to "0" to avoid grass blocks from converting into dirt as a result of blocks being present above them by using the command provided below.
/gamerule randomTickSpeed 0
- Summon a large area of grass blocks with some slabs above them by using the commands provided below.
/fill ~1 ~ ~1 ~15 ~ ~15 minecraft:grass_block
/fill ~1 ~1 ~1 ~15 ~1 ~15 minecraft:oak_slab
- Spawn some sheep on top of the slabs and wait around thirty seconds.
- Take note as to whether or not sheep can eat grass through non-full blocks.
Observed Behavior:
Sheep can eat grass through non-full blocks.
Expected Behavior:
Sheep would not be able to eat grass through non-full blocks.
Code Analysis:
Code analysis by [Mod] Chandler can be found below.
The following is based on a decompiled version of Minecraft 1.16.5 using MCP mappings.
At net.minecraft.entity.ai.goal.EatGrassGoal in the tick method the block below the sheep is checked but the block the sheep is currently in is not checked. This could be fixed by adding a check to make sure the sheep is in either air or a walkable block.
The bug
If the exit portal is removed and the ender dragon tries to perch, it will fly to y=0. Doesn't matter if it's a hole or not, it will go through blocks tho.
How to reproduce
- Enter the end.
/execute in minecraft:the_end run tp @s 0 100 0
- Remove the exit portal (make sure the enderdragon is alive).
Stand on top of the exit portal and run: /fill ~-10 ~ ~10 ~10 ~-60 ~-10 air
→
The ender dragon flies to y=0, if it wants to perch.
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
The Bug
The minecraft:entity.enderman.teleport sound plays at the position the enderman teleports to, which is not the case in 1.8.9, where it also plays at position it teleported from.
Steps to Reproduce
- Place down a bucket of water and obtain some enderman spawn eggs.
- Summon some endermen in the water by using the spawn eggs and listen closely as you do this.
Observed Behavior
The minecraft:entity.enderman.teleport sound ("Enderman teleports") plays at the position the enderman teleports to.
Expected Behavior
The minecraft:entity.enderman.teleport sound would play at the position the enderman teleports from.
Videos demonstrating the issue
16w03a: https://www.youtube.com/watch?v=m1SPOTMgFGA
1.8.9: https://www.youtube.com/watch?v=W6bX58WABH4
Code Analysis
By [Mod] Chandler using MCP Reborn 1.16.5 mappings
At net.minecraft.entity.monster.EndermanEntity.teleportTo() the game simply only tries to play the sound after the enderman teleports:
if (flag && !flag1) { boolean flag2 = this.attemptTeleport(x, y, z, true); if (flag2 && !this.isSilent()) { this.world.playSound((PlayerEntity)null, this.prevPosX, this.prevPosY, this.prevPosZ, SoundEvents.ENTITY_ENDERMAN_TELEPORT, this.getSoundCategory(), 1.0F, 1.0F); this.playSound(SoundEvents.ENTITY_ENDERMAN_TELEPORT, 1.0F, 1.0F); } return flag2; }
Which could be fixed by duplicating the if statement above the teleport attempt as well
if (flag && !flag1) { if (!this.isSilent()) { this.world.playSound((PlayerEntity)null, this.prevPosX, this.prevPosY, this.prevPosZ, SoundEvents.ENTITY_ENDERMAN_TELEPORT, this.getSoundCategory(), 1.0F, 1.0F); this.playSound(SoundEvents.ENTITY_ENDERMAN_TELEPORT, 1.0F, 1.0F); } boolean flag2 = this.attemptTeleport(x, y, z, true); if (flag2 && !this.isSilent()) { this.world.playSound((PlayerEntity)null, this.prevPosX, this.prevPosY, this.prevPosZ, SoundEvents.ENTITY_ENDERMAN_TELEPORT, this.getSoundCategory(), 1.0F, 1.0F); this.playSound(SoundEvents.ENTITY_ENDERMAN_TELEPORT, 1.0F, 1.0F); } return flag2; }
The bug
The minecraft.custom:minecraft.climb_one_cm statistic will only increment when the player climbs upwards, not downwards or sideways.
Steps to Reproduce:
- Run the following commands:
/scoreboard objectives add climb minecraft.custom:minecraft.climb_one_cm /scoreboard objectives setdisplay sidebar climb /scoreboard players set @a climb 0
Climb downwards or sideways whilst on a ladder.
→
Notice how the score does not increase.
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
The bug
When you punch the air with an item in the main hand and a cast fishing rod in the off-hand, the main hand (item) makes a punch animation as expected, but the off-hand (item) shouldn't move. As the rod itself remains still as expected, the cast fishing line of the rod in the off-hand moves strangely up and down the length of the rod.
It appears as if the fishing line thinks its rod is being used to punch, but it isn't as it is in the off-hand. The fishing line makes a similar movement to as if the rod were indeed in the punching hand. In the attached image you can see the the fishing line has moved down the rod while my main hand is punching something (and is at this point because of that just outside my view).
How to reproduce:
- Put any fishing rod in the off-hand
- Right-click to cast the line
- Left-click to punch in the air
notice how the off-hand and the rod in it don't animate, but its fishing line does
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
The bug
When entering The End for the first time, immediately placing an end crystal on the obsidian platform will prevent the ender dragon from spawning, and also generate the exit portal, skipping the need for the dragon fight altogether.
How to reproduce
- Obtain an end crystal
- Enter an active overworld end portal
- Place the end crystal as soon as you enter the end dimension
Observed results
The ender dragon will not appear, and the exit portal will be generated already.
Expected results
Placing an end crystal shouldn't prevent the dragon from spawning, and the exit portal should only be generated/activated when the dragon is defeated.
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
The bug
The drowned don't chase you even if you are right next to them in the water if the water is 1-block deep.
How to reproduce
- Spawn a drowned into 1 block deep water (make sure the drowned is not a a baby)
- Move around in the pool with the drowned (in survival mode)
→
The drowned will not chase the player
Code Analysis
[Mod] Chandler - The following is based on 1.17 Release Candidate 1 yarn mappings.
The call to this.isTouchingWater() in net.minecraft.entity.mob.DrownedEntity as seen in the following code snippet makes the drowned attempt to use water pathfinding whenever touching water, which makes the drowned not able to pathfind as their water pathfinding is meant for swimming. Instead, this would be fixed by replacing that call with this.isSubmergedInWater(), as that checks whenever the entity is completely underwater which allows swimming and uses land pathfinding in one block deep water.
public void travel(Vec3d movementInput) { if (this.canMoveVoluntarily() && this.isTouchingWater() && this.isTargetingUnderwater()) { this.updateVelocity(0.01F, movementInput); this.move(MovementType.SELF, this.getVelocity()); this.setVelocity(this.getVelocity().multiply(0.9D)); } else { super.travel(movementInput); } }
The bug
Sweet berry bushes / sweet berries do not grow if they have a (solid?) block above them.
To reproduce
- Plant a sweet berry bush
- Place a solid block above
- Run /gamerule randomTickSpeed 10000 or just wait a while
→
The bush will not grow
Code analysis
[Mod] Chandler - The following is based on 1.17 Release Candidate 1 yarn mappings.
This is caused by the following statement of net.minecraft.block.SweetBerryBushBlock in which the light level of the position directly above the block is checked. This is why only solid blocks stop the growth, as transparent blocks allow light through
if (i < 3 && random.nextInt(5) == 0 && world.getBaseLightLevel(pos.up(), 0) >= 9) {
world.setBlockState(pos, (BlockState)state.with(AGE, i + 1), Block.NOTIFY_LISTENERS);
}
The Bug
Fishing rod bobbers usually activate targets, but if the bobber is shot on the very edge of the target, no signal is output.
Steps to Reproduce
- Align yourself at the center of a block and summon both a redstone lamp and target block.
/execute align xyz run tp @s ~0.5 ~ ~0.5 /setblock ~ ~ ~3 minecraft:target /setblock ~ ~1 ~3 minecraft:redstone_lamp
- Obtain a fishing rod and angle yourself perfectly.
/tp @s ~ ~ ~ -12 21
- Throw the fishing bobber.
- Take note as to whether or not fishing bobbers activate target blocks when making contact with their very edges.
Observed Behavior
Fishing bobbers don't activate target blocks when making contact with their very edges.
Expected Behavior
Fishing bobbers would activate target blocks when making contact with their very edges.
Code Analysis
[Mod] Chandler, Using Yarn mappings, 22w11a
The problem here is that a raycast is created at the position of the fishing bobber at the method net.minecraft.entity.projectile.ProjectileUtil#getCollision(). This raycast is pointed in the direction of the bobber and is used to get the collision on the block. However, because the bobber is slightly larger than other projectiles, this raycast actually misses the block when the bobber hits the edge of the target block because the raycast starts at the center of the bobber. This is likely also the cause of MC-199197.
[Mod] Chandler: Please don't post the same comment multiple times in a single report. If something got missed, feel free to let us know at the Mojira subreddit or the Discord server (which has a separate channel for requests for mods/helpers).
The Bug
For some very odd reason you need to click F3 twice now if you change gamemodes this way. Doesn't affect commands. Very good UI for the new gamemode screen I have to say, good work Mojang!
Steps to Reproduce
- Open the gamemode switcher and switch into any gamemode. (Hold F3 and press F4 to bring up this menu and to navigate between gamemodes).
- Hit the F3 key in an attempt to enable the debug menu.
- Take note of whether the F3 debug menu is enabled.
- Hit the F3 key again.
- Take note as to whether or not the F3 debug menu is now enabled.
Observed Behavior
After using the gamemode switcher, you are required to press the F3 key twice in order to enable the debug menu.
Expected Behavior
After using the gamemode switcher, you would not be required to press the F3 key twice in order to enable the debug menu. Instead, you should only have to press the F3 key once in order to enable the debug menu after using the gamemode switcher.
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
[Mod] Chandler added a comment - 7 minutes ago
Optifine is not created by Mojang Studios, and is not supported on the bug tracker. This issue will have to be marked as Invalid because the game is modified
The game might be modified, but that's only when it works. When its not modified is when it doesn't work. Thats the base of this issue, that the resource pack doesn't work on the unmodified game.
[Mod] Chandler, I removed 1.16.1 from the list of affected versions as it is caused by the fix of MC-167045 in 1.16.2 Pre-release 1.
You forgot to say 1.16.2, [Mod] Chandler.
[Mod] Chandler what is nothing i did dear god next time be polite to me 😑 🤨 😒
[Mod] Chandler thank you i won't do it anymore ![]()
The bug
When you try to plant a seed at the same time as breaking an existing crop, the seed will drop out of your inventory instead of being planted. This is inconsistent with other blocks as normally they will just replace the broken block.
Code analysis
[Mod] Chandler - Yarn mappings, 1.18.2
The cause of this issue is that no cooldown is set between blocks being broken in survival, as it is in creative.
This causes an instantly breakable block to be immediately broken again if this is performed in the correct way on survival mode.
The fix for this would be adding something similar to the following line, adding cooldown if the block is instantly replaceable to ClientPlayerInteractionManager#attackBlock() when it is broken in order to preserve current instamining behaviour.
public boolean attackBlock(BlockPos pos, Direction direction) { ... this.sendSequencedPacket(this.client.world, sequence -> { boolean bl; boolean bl2 = bl = !lv.isAir(); if (bl && this.currentBreakingProgress == 0.0f) { lv.onBlockBreakStart(this.client.world, pos, this.client.player); } if (bl && lv.calcBlockBreakingDelta(this.client.player, this.client.player.world, pos) >= 1.0f) { // Add this check here: if (this.client.world.getBlockState(pos).getBlock().getHardness() == 0.0f) { this.blockBreakingCooldown = 5; } this.breakBlock(pos); } else { this.breakingBlock = true; this.currentBreakingPos = pos; this.selectedStack = this.client.player.getMainHandStack(); this.currentBreakingProgress = 0.0f; this.blockBreakingSoundCooldown = 0.0f; this.client.world.setBlockBreakingInfo(this.client.player.getId(), this.currentBreakingPos, (int)(this.currentBreakingProgress * 10.0f) - 1); } return new PlayerActionC2SPacket(PlayerActionC2SPacket.Action.START_DESTROY_BLOCK, pos, direction, sequence); }); ... }
[Mod] Chandler Did you mean 20w48a, because there was no dripstone in 20w28a.
When a column of blocks are placed above the bedrock altar in the center of the end and the ender dragon perches, they will rest atop the column of blocks.
Steps to reproduce
- Place a column of however many blocks above the center of the altar
- Wait until the dragon perches and observe where it rests
Code analysis
Code analysis by [Mod] Chandler can be found in this comment.
[Mod] Chandler, can this still be reproduced in 20w49a or later?
Please keep an eye on the screenshot [Mod] Chandler.
Perhaps this report should be forward-resolved as a duplicate of MC-202186 because that report contains more detailed information.
Also, [Mod] Chandler, are you completely sure that it's possible for the buildings to be missing when teleporting above the village (without using the /locate command)? I tried testing that using the seed in this report, but the buildings generated every time. In my testing, the buildings only disappear when the /locate command is used.
I was informed by [Mod] Chandler in discord DMs that this is a duplicate of MC-213813, which is private, so this report is now private too. However, I had believed that issues like this that only occur in snapshots didn't need to be private. Has that policy changed?
@[Mod] Chandler This is not the case for the nether biomes however. They're generated by multi-noise, so y=5 can contain a different biome than y=110
[Mod] Chandler
MC-164101 had a Mojang Priority and an assignee, it was still marked as WAI
Thanks [Mod] Chandler
Like [Mod] Chandler said please provide a video of this happening
The Bug
The advancement trigger "used_item" doesn't detect the usage of a carrot or warped fungus on a stick
Reproduce
- Use the attached data pack (courtesy of [Mod] Chandler) Using item test.zip

- Use a spyglass, bow, crossbow etc.
Notice a message is displayed in chat - Get a strider or pig
- Saddle them
- Use a warped fungus/carrot on a stick on them while riding them
Notice no message is displayed in chat
Note
While using a carrot/warped fungus on a stick isn't a continual usage like the spyglass adding these items to the trigger could potentially help fix MC-183764
Um, [Mod] Chandler it is not further down than other fish buckets; it's equally far down.
The same code causes this issue and MC-88371. Code analysis by [Mod] Chandler from that ticket, using 22w15a Mojang mappings:
In DragonLandingPhase#doServerTick(...):
... if (this.targetLocation == null) { this.targetLocation = Vec3.atBottomCenterOf(this.dragon.level.getHeightmapPos(Heightmap.Types.MOTION_BLOCKING_NO_LEAVES, EndPodiumFeature.END_PODIUM_LOCATION)); } ...
END_PODIUM_LOCATION is BlockPos.ZERO, which is (0, 0, 0). So, the ender dragon's fly target location is set to the highest non-leaves block located at (0, 0).







































Duplicate of
MC-159351Duplicate of
MC-124280Duplicate of MC-114007
Duplicate of
MC-150806Duplicate of
MC-4592Duplicate of
MC-159441Duplicate of
MC-159518Now I feel dumb...
I'm on Peaceful
Ok thanks
😊
Duplicate of
MC-9553Duplicate of
MC-159518Duplicate of
MC-159518Duplicate of
MC-159518Duplicate of
MC-150806Duplicate of
MC-159500Duplicate of
MC-27535Duplicate of
MC-159395Duplicate of
MC-159395Duplicate of
MC-159396What difficulty are you playing on?
Duplicate of
MC-159359Duplicate of
MC-159395Duplicate of
MC-159447Duplicate of
MC-159518Duplicate of
MC-159447Duplicate of
MC-159518This issue has already been reported! Next time please search for the bug before reporting a new one!
Duplicate of
MC-159441Can confirm, it depends on where the bed puts you when you wake up, but it will push you up. Confirmed for 19w35a and 19w34a as well.
The issue was fixed in 19w35a, you can no longer drink the bottles on creative. It probably was fixed while fixing
MC-159574This is the same issue as that, but the issue still persists. The Piglin's spawn egg spawns babies way more often then it should, even when the egg isn't used on another piglin. The rate at which the baby Piglins spawn is different than any other mob in the game.
Can confirm, the incorrect physics also apply to tridents thrown at the target block.
The Hoglin being swarmed by all of the piglins was the one being hunted and was fighting back, while the other hoglin was attacked both in the video and before the video by the piglins, and because it wasn't the hoglin being hunted, it didn't attack back
I tested this multiple times and the hoglin being hunted would always attack back, but the other one wouldn't.
But after the hunted hoglin dies, the other hoglins stop attacking, even if they were attacked by other piglins
And occasionally the hunted hoglin won't call other hoglins to help it and those hoglins won't be angered if attacked
I was using exactly what the command fill said was my position
Just tried it again with a specific block that I knew was valid for spawning
It turns out that the command fill was giving me the block I was on with one less y value, thus obstructing the spawn point
Other than that the command works
Is the command fill supposed to give me a block with one less y value?
Tried to confirm, but the first stronghold with a portal I came across had one eye of ender in it.
Oh! Ok, I always thought it gave you the value of the block you were standing on.
Confirmed, the exit end portal always takes you back to your spawn point, so if you set your spawn point in the end, you will be stuck in the end forever. But, entering the portal for a second time after that causes the game to be stuck on the loading terrain.... screen.
Dupe of
MC-175209Duplicate of
MC-175165Duplicate of
MC-69032This is intentional. The new features list states: "Baby piglins have learned some new acrobatic moves when riding baby hoglins"
Duplicate of
MC-175239It worked just fine for me
I tried number 1, and the respawn anchor worked just fine for me, and number 2 is a duplicate of
MC-175177the respawn anchor wouldn't work because it was surrounded by air on the sides
See
MC-175174Confirmed, but this only happens if you sneak and right click. Normally using a villager spawn egg on the villager only spawns a baby, but if you sneak and use the egg, you get a baby and the trading gui.
This is not a duplicate of that. That bug report is referring to the effect staying while flying, while this report is showing how the effect continues after you land on another block for a few seconds, despite the other blocks not being soul blocks.
I think that the baby striders had a zombified piglin as a rider that despawned.
But i feel like this is different than the iron golems because they only attack mobs that would be a threat to villagers, while the zoglins attack EVERYTHING, so why not creepers?
Duplicate of
MC-11211The bug report has to be in English, but this report has also been forward resolved to a better descriptive bug report:
MC-172110Also affects 1.15.2
The piglin I tested it on was right next to a hoglin it was trying to hunt
I interrupted its loading so the piglin thought its crossbow was loaded and tried to attack.
I have noticed this to, but have only been able to replicate it with soul speed.
MC-177970Just throw a soul campfire at a baby piglin. It works better if the baby piglin is in some sort of enclosure so you can make sure it will pick it up.
This probably duplicates
MC-177970Duplicates
MC-173990. As of 20w10a you need to use a smithing table to fuse a diamond tool with a netherite ingot.Duplicate of
MC-177970Duplicate of
MC-177904This is actually intended. (
MC-108) It was originally a bug, but the redstone community loved it enough that Mojang kept it in the game.This duplicates MC-54972
Confirmed for 20w15a. Add using a gold ingot on a piglin to barter to the list.
WAI. see MC-175232
Duplicate of
MC-177970Duplicate of
MC-177970Duplicate of
MC-177970Duplicate of
MC-177970This should be reopened. You can actually still climb the vines in mid-air. And you cannot destroy the vines if they are in mid-air.
Affects 1.15.2 and 20w15a.
Hit f1 and see if that helps
They actually activate target blocks now in 20w15a
This is actually intended, as nether wood is not flammable.
Why is this a duplicate?
Yes, but when I found one underground in the overworld, it generated a small air pocket for it to be in (image) while the portals in the nether did not.
I found a barrier block in a bastion too.
I have been able to find a few that generate air pockets, but most of the time the portal doesn't generate an air pocket. (I'm not sure, but the portal might be generating like it does because of the portals in the overworld that generate buried in the sand, and somehow those are generating in the nether while not in sand)
For the location of the underground ruined portal in the nether with no air pocket,
Normal world
Seed: 6933003859193966375
Coords: /execute in minecraft:the_nether run tp @s 115.59 29.20 55.08 -185.85 28.35
(This is underground so spectator mode is required)
Affects 20w16a
Affects 20w16a
Affects 20w16a
This needs to be reopened. After the fix of
MC-177136I went back and tested this again in 20w16a, and it turns out that this is NOT a duplicate ofMC-177136and is a bug because lodestone compasses in your saved toobars do not update properly.But you think that they'd realize that you stole gold ore from them, and attack you for it, right? I mean, it kind of makes sense but I would think that they would still be mad it you mined their gold blocks, even if they were distracted while you did it.
This is actually a duplicate of
MC-177970. The reporter did not specify that they had an elytra.Duplicate of
MC-177970This could be caused by a baby zombified piglin chicken jockey that spawned riding on a strider...
MC-176094But, I don't know for sure, but a baby zombified piglin chicken jockey might have spawned and then the piglin was killed.
That is a ruined portal structure, they generate in both the overworld and the nether.
Duplicate of MC-179223
What is the water like where you are fishing? The only way to get treasure loot in the nether update is to fish in open water, with no blocks around.
Duplicate of
MC-178817Duplicate of
MC-177105WAI per
MC-178858What are you referring to by saying that they spawn incorrectly? If you are saying that they float on top of each other then that is
MC-176054.Duplicate of
MC-178797- please search before creating a new issueNetherite tools acutally cannot be crafted, instead, use a smithing table to fuse a netherite ingot with a diamond tool. Duplicate of
MC-173990.Duplicate of
MC-173747- please search before creating a new issueDuplicate of
MC-177970Duplicate of
MC-177970Duplicate of
MC-177970Works as Intended per
MC-55218. Please search before creating a new issueDuplicate of
MC-177970The Minecraft Wiki IS NOT official. Please do not create bug reports based on information from the Minecraft Wiki.
Duplicate of
MC-173747Duplicate of
MC-173747Duplicate of
MC-175800Duplicate of
MC-176032Duplicate of
MC-163921Duplicate of
MC-176615Duplicate of
MC-175992. Please search before creating new issues!Duplicate of
MC-153617Duplicate of
MC-153617Duplicate of
MC-27535Duplicate of
MC-150806Duplicate of
MC-153617Duplicate of
MC-173747Duplicate of MC-54972
I'm sorry, I will use those platforms in the future.
Duplicate of
MC-150806Duplicate of MC-149579
Duplicate of
MC-173747Duplicate of
MC-3615Duplicate of
MC-172272Duplicate of
MC-172272Duplicate of
MC-172146Duplicate of
MC-176348Duplicate of
MC-176348Duplicate of
MC-176348Duplicate of
MC-153617This is the wrong bug tracker for PS4 related issues, so this report will be closed as Invalid.
Next time please use the correct bug tracker: https://bugs.mojang.com/projects/MCPE/summary
Thank you for your report!
However, this issue will be temporarily closed as Awaiting Response.
We do not have enough information to find the cause of this issue.
Please force a crash by pressing F3 + C for 10 seconds while in-game and attach the crash report (minecraft/crash-reports/crash-<DATE>-client.txt) here.
Once attached, the report will be reopened automatically.
Please only submit ONE bug per report!
Affects 20w17a
Dead bushes drop when broken with shears
I'm pretty sure this is intended
See 1.9 pre-release 6
https://minecraft.gamepedia.com/Dead_Bush
Click cancel
Its weird, because I can't seem reproduce it again either... If I ever can, I will post the reproduction steps.
Duplicate of
MC-179909Duplicate of
MC-179909Duplicate of
MC-177970Duplicate of
MC-177970Actually, this is a duplicate of
MC-167906Duplicate of
MC-179909Duplicate of
MC-170828Also, Please do not duplicate your own issues!
Enchantments can be applied to anything in an anvil on creative mode.
They also don't regard turtle eggs as obstructions.
Shulker Entities are also not considered obstructions
Duplicate of
MC-175409Duplicate of
MC-179845This works as intended, patrols can spawn in daylight if you are on normal or hard difficulty.
I'm sorry, but this is an account issue.
We don't track account issues here so a moderator will have to close this as Invalid.
This is because you are creating a resourse pack for 1.15.2
The bug is fixed in the 1.16 snapshots, and as such, will still be present in older versions.
Probably caused by the fix of
MC-178316Duplicate of
MC-177970I cannot reproduce this. Tried with all types of swords.
Please attach the crash report.
Crash reports can be found at %appdata%/.minecraft/crash-reports
then attach the one with the date of your crash
Fishing Line display error
As shown in the picture, the fishing line is always displayed underwater, not a black line
Please close as Cannot Reproduce, as I cannot seem to get it to happen again.
Duplicate of
MC-122834Please attach the crash report found in minecraft/crash-reports/crash-<DATE>-client.txt here.
Please attach the seed and coordinates of the village.
This is not the correct bug tracker for Bedrock edition: https://bugs.mojang.com/projects/MCPE/summary
Please report Bedrock bugs there from now on.
Duplicate of
MC-177105Duplicate of
MC-179845Duplicate of
MC-179858Duplicate of
MC-174639We don't track purchasing or account issues on this tracker, so this will have to be closed as invalid.
This is actually a duplicate of
MC-181535Relates to MC-177973
Actually a duplicate of
MC-181424Duplicate of
MC-181424Do you have any texture packs on?
Please attach the crash report
Cannot reproduce, are you using a modded version of Minecraft?
Bedwars is not something we track on the Java Tracker
I believe that would make it a duplicate of
MC-177970Actually, parity bugs ARE accepted on the bug tracker now:
https://www.reddit.com/r/Mojira/comments/g9rjfh/from_now_on_well_accept_bug_reports_about_certain/
So this is a valid bug.
Fixed in 20w19a
Duplicate of
MC-177651Affects 20w19a
Downgrading worlds to older versions is not supported on Minecraft, so bugs about that are not considered valid.
Your game is modified, so this is invalid.
Are you sure you are on 20w19a? This seems almost the excact same as
MC-179868, which is different from the bugs you mentioned in your report, and this bug was fixed in 20w18a...Duplicate of MC-182409
Cannot reproduce, is your game modded?
Please attach a video or screenshot.
I cannot reproduce this.
Check your key bindings
Duplicate of
MC-146582Duplicate of
MC-183767