Unarybit
- Unarybit
- unarybit
- Europe/Stockholm
- Yes
- No
I can confirm this. This bug exists since version 18w19a.
In a flat world with 0, 1 or 2 layers the game lags greatly, if you create a flat world with let's say 10 rock layers, the lag is reduced because the spawn attempts can not start there. When MobSpawning is turned off no lag is noticeable.
So the spawn code is somehow broken.
Does not work as intended anymore in 1.13-pre7. Mobs no longer attack players when their heads are in transparent blocks.
Probably because of bug fixMC-124126
TLDR:
- Minecarts can derail if at least 2 are on same track, bump each other and possibly accelerate (needs more testing)
- Reproducible for Minecraft 1.13 snapshots (noticed in 17w50a), confirmed for 1.12.2 by Xavom and [Mojang] Panda
- Derailing happens in the curves of a track
Derailing (of 1 of 2 carts, 1 containing an entity incl. player) seems to only happen with rails laid out in East-West direction, unless you have 3 carts on a track in North-South direction; derailing positively confirmed in this case for 2 carts containing mobs, 1 cart empty-
Currently unsure about directionality, in 1.15.2 pre-1, derailing happens for me at the moment solely in North-South-direction, if 2 entities are in a minecart, one can derail. (needs more case testing)- Derailing does not seem to happen if it's 2 carts only (with no entities) on a track as it seems you can't make them accelerate/not bump each other enough
, they rather seem to drive together like train waggons (needs more testing) - Empty carts which are on neighbouring rail lines, laid out East-West show a different behaviour than empty carts on neighbouring rail lines, laid out South-North; it seems the minecart collision box differs here, see video:
Also empty (not containing an entity) Minecarts can derail if there are at least 3 of them on a track;
this includes also the North-South-direction.
Currently suspected this is the case because in this setup they may not all be driving in the same direction, but one of them will be driving in the opposite direction, and the upfollowing "bumpings" or suspected accelerations
may propel one of the carts out in a curve.
The same suspected accelerations
seem to be happening if one of the carts stops and gets bumped by one of the others.
Because of MC-92165 I host I've got various different cart test tracks spread on my several bug test worlds; I noticed a derailed cart in 17w50a and after conducting some simple tests, this can be reproduced relatively fast. Use mc-123367.nbt
in 17w50a or mc-123367_1-12-2.nbt
in 1.12.2 to test it yourselves.
The derailing of 2 carts on same track only, one containing an entity (incl. player), seems to be directional (but needs more testing to be sure).
Short video proving this behaviour with one test conducted, see above.
Longer video with several tests in the same manner can be watched here: https://youtu.be/NdC3-KfTXls
I also noticed that when carts bump into each other, they seem to be more prone to simply stop their movement if rails are laid out in East-West-direction. This happens usually at the curves of a track (watch also Youtube video to see it in action).
I currently didn't see any derailing when it was 2 minecarts only, with no entities inside one of them, but more tests have to be conducted to verify this. This may be because of a needed gain in acceleration of a cart for derailing, which seems to happen by "bumping" into each other, which seems to be more often the case if one of them holds an entity (maybe due to the entity's hitbox sometimes bumping the other cart into the other direction).
Note that in the test track the 2 rail lines got no gap between them, which could maybe cause an interference between the minecart's and some entities' hitboxes.
Derailing happens in the curves of a track, same like the carts sometimes stopping their movement after bumping against each other.
Currently, I don't seem to be able to reproduce the derailing (pig in 1 cart, 1 cart empty) if the tracks are laid out in North-South-direction.
The stopped movement of the cart also seems to occur much more rarely with North-South rail tracks.
Needs more testing.
Additional info by Unarybit:
If you build rails like in the picture with a mob in a minecart on it and the player stands inside the "rail ring" at the height of the mob collision box, he is pushed around. It does not happen with just the minecart or outside the "rail ring". The effect is more visible when you fly.

The player is pushed around when the minecart is in the N / E (white) corner and the player is in the area of the white blocks.
The player is pushed around when the minecart is in the N / W (black) corner, and the player is in the area of the black blocks.
As you can see in this video:
Unarybit, mind to attach the pictures here to this ticket ?
Twitter is no bugtracker...










I can confirm that as well, the bug is in the 14w02 a/b/c snapshots. Endermen don't teleport away after being hit and they don't teleport away when they come into contact with water or lava.
Confirmed for 15w43c.
In the attached screenshots you can see that the pathfinding of the villagers stops one block too early to plant, harvest, or go through doors.
Wanted to do a separate bug report first, but I think it's the same problem as in this bug report here.
If you build rails like in the picture with a mob in a mincart on it and the player stands inside the "rail ring" at the height of the mob colision box, he is pushed around. It does not happen with just the minecart or outside the "rail ring". The effect is more visible when you fly.
The player is pushed around when the minecart is in the N / E (white) corner and the player is in the area of the white blocks.
The player is pushed around when the minecart is in the N / W (black) corner, and the player is in the area of the black blocks.
As you can see in this video:
Bug minecart push.mp4
Hi
This is an intended easter egg
Also, witches do not spawn in witch huts from the "old" world generator before 18w06a.
I can confirm this. This bug exists since version 18w19a.
In a flat world with 0, 1 or 2 layers the game lags greatly, if you create a flat world with let's say 10 stone layers, the lag is reduced because the spawn attempts can not start there. When MobSpawning is turned off no lag is noticeable.
So the spawn code is somehow broken.
Hey almightyzing. Yep that is the problem, or one of them. Sometimes the "Swamp_Hut" tag is not generated in the "Starts" tag.
The value of the "Swamp_Hut" tag are the chunk coordinates from the witch hut merged into one integer. Click" Hex" in the NBTExplorer then you'll see what I mean.
So 07 00 00 00 00 00 00 00 and 64 00 00 00 00 00 00 00 would give 07 00 00 00 64 00 00 00.
Here is a twitter link where I explain how to convert old witch hut structures to the 1.13 snapshots.
Twitter Thread
Sorry was only meant for helping out. I can edit my post tomorrow, it's getting late here <3
The structures do not generate completely because when converting from old worlds to the snapshots the value for the reference to the start chunk of the structure is not created. In case of a larger structure such as an ocean monument it applies to all chunks where the structure is included.
Sometimes the "structure tag" is corrupt or do not generate in the start chunk of the structure.
I can confirm that the "extra: [] tags" can cause extreme lag. They are created not only by data merge, but also by copying them with "pick block", or by the clone command, or structure save / load.
This is especially bad for map makers, a map with only a few copied signs is unplayable.
The picture shows a sign before and after it was copied with "pick block".

Does not work as intended anymore in 1.13-pre7. Mobs no longer attack players when their heads are in transparent blocks.
Probably because of bug fix
MC-124126Does not work as intended as you can see in
MC-122988it has been classified as "Works As Intended" that mobs can see while in transparent blocks like glass.I also think that this bug here is not a duplicate of MC-133344.
Their heads are not in the blocks, it is probably irritating that the collision box of a baby chicken is very small and does not match the rendered one.
This bug here is more of a pathfinding problem because a baby chicken takes the collision box of an adult chicken for pathfinding, as demonstrated in this video:
https://www.youtube.com/watch?v=j61ffITyUwc
I also uploaded the world for testing.
Hi violine1101
I do not think MC-133687 is a duplicate of this bug here, please take a look at my post there.
But you are right, even non-hostile mobs with their heads in transparent blocks, do not attack hostile mobs.
To be clear, I just want to know what behavior is now "Works As Intended". Can mobs see if their head is in a transparent block or not? If not then the "WAI" classification is incorrect for
.MC-122988Can a mod confirm this bug report, so that we have a chance to get a statement from the devs?
The farmer also stops harvesting when he has 60 food items in his inventory. So the farmer probably will never share food with his villagers, which prevents the breeding of new babies.
Note: sharing food is broken anyway. Even if a farmer's inventory is full of food, he does not share it.
Tested in Minecraft 1.14 Pre-Release 5
If I test sharing now, it works as it should. So the farmer starts sharing when he has 6 Bread or 16 of the other food. I know that the villager only share during the day, so it's not that.
I also can not reproduce that they no longer share the food.
I can confirm that.
This bug is very bad for the tech community, it affects automatic wheat / beetroot farms and villager breeder.
The "new" villagers can only have up to 4 stacks of the same item in their inventory.
I think it was
MC-74407that changed it.I see now what you mean, that is related to the bug fix
MC-146289.The farmer search for crops / seeds on the ground. If he can not pick them up because in his inventory already are 4 stacks of it, he gets into a loop.
As a solution I would suggest not to let the farmer search for crops, but to let him go to the farmland he just harvested / planted and to let him wait there (1 second?), so he can pick up the crops / seeds.
The "slowed down" farmer would also make the farm-work look nicer.
Can you show a screenshot with the beds? I think that would be helpful.
For me it works correctly in 1.14.4 Pre-Release 5, see screenshot.
Soul sand is not a full block, so it doesn't work.
To place scaffolding blocks down, they need a completely smooth surface at the height of a full block. For example, you can place them not only on full blocks, but also on upside down slabs and upside down trap doors.
Couldron, Hopper and Composter do not work either, although the scaffolding blocks would stand perfectly on the "edge" of these blocks.
Can confirm this, the farmer only harvest if he has something to plant in his inventory.
This also applies to mobs.
And players and mobs suffocate even when they are at the edge of a water bubble column.
Tested in 20w22a, 1.16-pre1 and 1.16-pre2
Can't reproduce it in 1.16-pre5
I think this should be reopened as this is a bug and not a feature request.
In previous versions you could put redstone dust on leaves, for example in 1.14.4 as you can see in the pictures of
MC-163886.That can be very usefull, since leaf blocks do not transmit a redstone signal, do not stick to slime blocks, but redstone dust can be placed on them.
This behavior was unique before 1.17 Snapshot 21w05a, where moss blocks have the same behavior.
Well I hope it stays that way with the moss blocks
Edit: It seems like that 1.14.4 is the only full version where you can put redstone dust on leave blocks.
I don't think that this is a duplicate of
MC-225551.What he describes seems to be part of a cave spider farm, where he uses a piston with a block to soften the cave spider (see screenshot).
The cave spider also "glitch out" when they are in a transparent block, without suffocation damage.
But I would say that this is WAI, because the cave spider can walk with the block when the piston retracts and then climb up into the air block.
I couldn't replicate it in 1.16.5.
If I summone a wither in solid blocks, it doesen't move and die.
Other mobs with suffocation damage could also not go into neighboring blocks.
Could it be that you have a modded version of Minecraft?
Keep in mind that things like OptiFine and Forge are also "mods" that can change behavior.
Still in 1.18.2 and 1.19.
I can also confirm scenario #2 for 1.21.4-pre1.
It is exactly as described by sicarious.
See uploaded video "Resin Clump Bug" to reproduce the bug.