Tsumetai Kaze
- Tsumetai
- tsumetai
- Europe/Stockholm
- Yes
- No
Put the summary of the bug you're having here
What I expected to happen was...:
I expect the trapdoor to close on the player like usual.What actually happened was...:
When closing a top half trapdoor that would collide with the player at half height, the player assumes the swimming animation and is pushed down to one block tall, under the trapdoor.Steps to Reproduce:
1. Place trap door on top half of block at players waist
2. Open trapdoor
3. Step into the area of the trapdoor
4. Close trapdoorWhat I expected to happen was...:
I expect the trapdoor to close on the player like usual.What actually happened was...:
When closing a top half trapdoor that would collide with the player at half height, the player assumes the swimming animation and is pushed down to one block tall, under the trapdoor.Steps to Reproduce:
1. Place trap door on top half of block at players waist
2. Open trapdoor
3. Step into the area of the trapdoor
4. Close trapdoor
One of the village town square pieces generates path blocks under cobblestone, which isn't normally possible.
Process of how to repeat:
1. Create a new world, preferably a Buffet Plains or a Superflat Plains world.
2. Find a village with the classic well town square.
3. Done.First screenshot is in a
superflat world. Second is in abuffet world.One of the village town square pieces generates path blocks under cobblestone, which isn't normally possible.
Process of how to repeat:
1. Create a new world, preferably a Buffet Plains or a Superflat Plains world.
2. Find a village with the classic well town square.
3. Done.First screenshot is in a buffet world. Second is in a superflat world.
In the changelog for 20w11a, it states Hoes are now the tool to use for collecting Shroomlights, but Axes are still able to be used, and seem a bit faster. Pretty easy to reproduce. Currently I have no means of recording the issue. If someone could somehow do so, it would be appreciated.
In the changelog for 20w11a, it states Hoes are now the tool to use for collecting Shroomlights, but Axes are still able to be used
,and seem a bit faster. Pretty easy to reproduce. Currently I have no means of recording the issue. If someone could somehow do so, it would be appreciated.In the changelog for 20w11a, it states Hoes are now the tool to use for collecting Shroomlights, but Axes are still able to be used as the preferred tool.
Windows 8.1, Java 8
Pretty simple to explain. The Shroomlight block had a different sound in 20w10a, but now it has the same sound as
netherrack.Pretty simple to explain. The Shroomlight block had a different sound in 20w10a, but now it has the same sound as Netherrack. I don't have current means to record the issue, if someone could potentially do so, it would be appreciated.
I noticed while I was playing in 1.14.4 that armed crossbows, when combined in the inventory crafting grid, or the crafting table, consume the arrows.
I tested on 19w44a and can confirm that it is still present there, but am unsure of 19w45a, since that snapshot won't show up in my launcher for whatever reason.
Simple repeatability. Either in a survival or creative world, load one or both crossbows and stick them in a crafting grid, as if to repair them. One or both arrows will be consumed in the process.
UPDATE
Tested to see if the bug was still present in current versions. As of 20w11a, it is still present.
I noticed while I was playing in 1.14.4 that armed crossbows, when combined in the inventory crafting grid, or the crafting table, consume the arrows.
I tested on 19w44a and can confirm that it is still present there, but am unsure of 19w45a, since that snapshot won't show up in my launcher for whatever reason.
Simple repeatability. Either in a survival or creative world, load one or both crossbows and stick them in a crafting grid, as if to repair them. One or both arrows will be consumed in the process.
UPDATE
Tested to see if the bug was still present in current versions. As of 20w11a, it is still present.UPDATE
As of 20w46a, this is still present.
When creating a world using the Buffet world type, setting the generation type to Floating Islands, then selecting SoulSand Valley as the biome, causes the game to hang upon beginning to generate.
I have tried to create this world three times, all with the same result.
I recorded a video of the issue. It's at this link.
https://youtu.be/7zPPGDefiwgWhen creating a world using the Buffet world type, setting the generation type to Floating Islands, then selecting SoulSand Valley as the biome, causes the game to hang upon beginning to generate. I have tried to create this world three times, all with the same result.
Windows 8.1, Java 8
When using a lodestone compass, its behavior is changed to that of a regular compass when not in the hotbar. For example, creating a lodestone compass for the nether, returning to the overworld and placing the lodestone compass into the regular inventory will cause the compass to point to world spawn
. Vice verse, taking a lodestone compass createdin theoverworld intothe nether and placing it in your inventory willcause it to spin aroundwildly.When using a lodestone compass, its behavior is changed to that of a regular compass when not in the hotbar. For example, creating a lodestone compass for the nether, returning to the overworld and placing the lodestone compass into the regular inventory will cause the compass to point to world spawn, instead of spinning rapidly. Also, using the same nether nodestone compass in the nether causes it to spin around rapidly.
When using a lodestone compass, its behavior is changed to that of a regular compass when not in the hotbar. For example, creating a lodestone compass for the nether, returning to the overworld and placing the lodestone compass into the regular inventory will cause the compass to point to world spawn, instead of spinning rapidly. Also, using the same nether nodestone compass in the nether causes it to spin around rapidly outside of the hotbar.
I've been doing a nether survival world for the past few days, and finally managed to get a couple Hoglins into a fenced in area. I bred them together a couple times, then killed off the parents for food, leaving the babies to grow up. At this point they were still acting hostile, and were accepting the crimson fungus.
Now the two Hoglins have grown up, but the game won't let me breed them, nor are they hostile to me anymore. I'm not sure what caused this to happen.
I've been doing a nether survival world for the past few days, and finally managed to get a couple Hoglins into a fenced in area. I bred them together a couple times, then killed off the parents for food, leaving the babies to grow up. At this point they were still acting hostile, and were accepting the crimson fungus.
Now the two Hoglins have grown up, but the game won't let me breed them, nor are they hostile to me anymore. I'm not sure what caused this to happen.
They appear to attempt to breed (facing directly into one another) but no baby is made. They are also still afraid of warped fungus.
Pretty self explanatory. At first I thought it was a bug caused by pick blocking the stairs, but I went into the creative inventory and saw that all of them were like that. A side effect is that stairs appear very large in hand when viewed in third person.
The bug
When expanding a spyglass in first person view with F1 mode enabled, and then disabling F1 mode, the zooming animation plays. Toggling F1 mode on and off after this does not play the animation again.
Relates to MC-204571 and MC-193007.
How to reproduce
- Enter first person view (standard) and press F1
- Expand a spyglass; the field of view should change
- Press F1
Zoom animation plays, even though the spyglass has already expanded
Videos
Video of this issue can be found here (0:10): https://youtu.be/aX3FdKG8SqA
Another video of this issue can be found here (0:35), credit goes to Tsumetai Kaze: https://youtu.be/hiNl467wMIs

















This is intended behavior. Llamas will follow other llamas in trains as long as one is still leashed by a lead. The following is. However, the dropping of the lead should only happen if the llama gets too far from the wandering trader.
Restarted the launcher and game, and that seems to have resolved the issue. Strange. Maybe it was just an issue with my headphones. Thanks for helping me out.
Confirmed for 20w10a and 11a
I'm pretty sure this is due to the system that prevents players from sneaking while inside blocks. Since you're technically inside a block when you close the door, the game keeps you from sneaking.
Still present in 20w13b
Confirmed for all the way up to 20w14a.
According to your screencap, so is the stone button, but I'm assuming that has been logged somewhere else on here, so...
I will agree with Orbic, though I will voice that it isn't the most flattering texture compared to Jappas other work. Perhaps a reworking of the texture is being created as we speak. Who knows.
If you look at the top of regular blackstone, it uses a variant of the basalt top texture. I think they are pointing out that gilded blackstone does not use this top texture.
Can confirm. Generated a world using the seed twice. The first attempt is was is shown in the video. The second attempt did not generate the same bastion remnant.
Video
They were probably just going through the nether, trying to find cool bastions. Having a barrier block generate is certainly strange, though.
There's not much to be done without a backup. I'm assuming something went wrong in the saving process the last time you closed the game. The only thing I can recommend is using a third party software, like MDEdit to rearrange the chunks back to where they should be.
Guess that makes sense. It seems it might just be a structure mistake. I did notice that bastions don't seem to be tied to the seed, as I generated the same world, using the same seed, and got a completely different bastion at the same coords givin in the ticket.
Screenshots would be appreciated.
I feel stupid... I had a resource pack on that caused it to glitch out. Feel free to mark this as invalid.
What time of day was it when you set the lectern down? If it was just before 17:00 (11000 time) then the villager most likely was not on the clock when you removed the lectern, forcing them to keep their profession until the next morning at 06:00 (0000 time).
https://minecraft.gamepedia.com/Villager#Schedules
Your post duplicates MC-178900
In response to HelperZombie. I feel like that could be the coat layer of the mobs model (similar to players), which hasn't been animated properly? Maybe I'm totally wrong, but the green arms in the image are larger than the actual arms, so it makes me think that.
It has. Enchanted items with multiple enchants are more expensive to repair. Since it's highly unlikely to get five enchantments straight from an enchanting table, I'm going to assume you added them via books in the anvil. Adding those enchants via a book add price to repairing, just like repairing alone does. I believe an unenchanted item can be repaired 5 or 6 times before it's too expensive to repair. Same applies to books. There are too many enchantments for you to repair it.
I was never able to resolve the issue, though I am unable to test anything involving it anymore, as I ended up losing that world due to a computer hardware failure, leading to a large amount of corrupted files on my PC. If you need, you can continue investigating, but you don't need to hinge it on my response as of now.
So it does. I did use the search feature, specifically using Spyglass and Animation in the search terms, but nothing came up, so I made this. Oh well... You can take the link to my video for a demonstration of the bug outside of text if you want.