UncomfyMattress
- UncomfyMattress
- JIRAUSER736982
- Europe/Stockholm
- Yes
- No
For minecraft textures, highlights are placed towards the top left while shadows are placed towards the bottom right. This isn't the case with the top texture of the block of bamboo. The issue becomes apparent when it's placed next to a bamboo fence.
The texture can be resolved by being rotated 90 degrees counter-clockwise.
Top and bottom texture of block of bamboo rotated incorrectly
I argue that the top and bottom textures of the chiseled bookshelf should not rotate depending on the direction the block is facing.
The random rotation of textures like netherrack works because the lighting direction of the texture is ambiguous. For chiseled bookshelves, the lighting originates from the top left of the texture, which is the case for many non-rotatable textures like blocks of gold and diamond.
Regardless of what direction the chiseled bookshelf faces, the top and bottom textures should remain in the north direction.
I argue that the top and bottom textures of the chiseled bookshelf should not rotate depending on the direction the block is facing.
The random rotation of textures like netherrack works because the lighting direction of the texture is ambiguous. For chiseled bookshelves, the lighting originates from the top left of the texture, which is the case for many non-rotatable textures like blocks of gold and diamond.
Regardless of what direction the chiseled bookshelf faces, the top and bottom textures should remain in the "default" north direction.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's speed increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
The i
ssue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's speed increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
The images "Allay wings moving fast1" and "Allay wings moving fast2" may not look like the wings are clipping, but that's because the wings clipped so far through each other that it looks normal.
The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
Allay'swings clip through each other when allay moves fast enough
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's
speedincreases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.The images "Allay wings moving fast1" and "Allay wings moving fast2" may not look like the wings are clipping, but that's because the wings clipped so far through each other that it looks normal.
The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's velocity increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
The images "Allay wings moving fast1" and "Allay wings moving fast2" may not look like the wings are clipping, but that's because the wings clipped so far through each other that it looks normal.
The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's velocity increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
The images "Allay wings moving fast1" and "Allay wings moving fast2" maynotlook like the wings are clipping, but that's because the wings clipped so far through each other that it looks normal.The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's velocity increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
For the images "Allay wings moving fast1" and "Allay wings moving fast2", it may look like the wings are not clipping, but that's because the wings clipped so far through each other that it looks normal.
The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's velocity increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
For the images "Allay wings moving fast1" and "Allay wings moving fast2", it may look like the wings are not clipping, but that's because the wings clipped so far through each other that it looks normal.The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
With MC-251518 fixed, the allay's wings flap faster as the allay moves faster. As the allay's velocity increases, the wings start to converge on each other, eventually clipping through each other. The issue becomes even more apparent when the allay quickly flies back to the assigned player or note block.
The issue can be identified more easily by looking through an allay's point of view through spectator mode and using F3+ESC to pause the game and be able to see the allay's wings clearly.
Sniffers stop searching for seeds afterleaving the groundSniffers stop searching for seeds after going up or down a block
When sniffers jump up or fall down a block while searching for seeds, they will cancel the animation and stop searching before attempting again.
This makes it difficult for sniffers to successfully find seeds on hilly, non-flat terrain.How to reproduce
- Create a flat world made of grass (the grass is necessary as it a type of block that the sniffer can dig).
- Spawn/summon a sniffer.
- Type in this command to get the sniffer to search for seeds faster: /data merge entity @e[type=minecraft:sniffer,limit=1] {Brain: {memories: {"minecraft:sniff_cooldown": {value:{}, ttl: 0L}}}}
- Once the sniffer does a big sniff, it will start searching. Right as this happens, either place or remove blocks in front of the sniffer to make it jump up or fall down.
- If the sniffer finds a seed before you get it to go up or down, repeat step 3 and 4 until you can get the sniffer to change in elevation.
Observed Results
The sniffer stops sniffing after jumping up or falling down momentarily (seen in attached videos).
Expected Results
The sniffer continues searching after jumping up or falling down.
When sniffers jump up or fall down a block while searching for seeds, they will cancel the animation and stop searching before attempting again.
It seems that the sniffer momentarily leaving the ground is what causes this, and that's why sniffers going up slabs doesn't cancel the animation as the sniffer isn't technically leaving the ground.
This makes it difficult for sniffers to successfully find seeds on hilly, non-flat terrain.
How to reproduce
- Create a flat world made of grass (the grass is necessary as it a type of block that the sniffer can dig).
- Spawn/summon a sniffer.
- Type in this command to get the sniffer to search for seeds faster: /data merge entity @e[type=minecraft:sniffer,limit=1] {Brain: {memories: {"minecraft:sniff_cooldown": {value:{}, ttl: 0L}}}}
- Once the sniffer does a big sniff, it will start searching. Right as this happens, either place or remove blocks in front of the sniffer to make it jump up or fall down.
- If the sniffer finds a seed before you get it to go up or down, repeat step 3 and 4 until you can get the sniffer to change in elevation.
Observed Results
The sniffer stops sniffing after jumping up or falling down momentarily (seen in attached videos).
Expected Results
The sniffer continues searching after jumping up or falling down.
When sniffers jump up or fall down a block while searching for seeds, they will cancel the animation and stop searching before attempting again.
It seems that the sniffer momentarily leaving the ground is what causes this, and that's why sniffers going up slabs doesn't cancel the animation as the sniffer isn't technically leaving the ground.
This makes it difficult for sniffers to successfully find seeds on hilly, non-flat terrain.
How to reproduce
- Create a flat world made of grass (the grass is necessary as it a type of block that the sniffer can dig).
- Spawn/summon a sniffer.
- Type in this command to get the sniffer to search for seeds faster: /data merge entity @e[type=minecraft:sniffer,limit=1] {Brain: {memories: {"minecraft:sniff_cooldown": {value:{}, ttl: 0L}}}}
- Once the sniffer does a big sniff, it will start searching. Right as this happens, either place or remove blocks in front of the sniffer to make it jump up or fall down.
- If the sniffer finds a seed before you get it to go up or down, repeat step 3 and 4 until you can get the sniffer to change in elevation.
Observed Result
sThe sniffer stops sniffing after jumping up or falling down momentarily (seen in attached videos).
Expected Result
sThe sniffer continues searching after jumping up or falling down.
Sniffers stop searching for seedsafter going up or down a blockSniffers stop searching for seeds when off the ground
One of the pink petals' stems havean incomplete modelOne of the pink petals' stems has an incomplete model
I argue that this is not a duplicate of MC-95515. That report points out issues with shadows in certain block orientations no matter how many times the lighting is updated. This report is mostly about lighting specific to world generation. The sea pickles weren't able to properly update all of the blocks surrounding them. Here's a replicated structure that doesn't have the lighting bug.
Wind chargescan't collide with blocks wheninside a block with no collisionWind charges don't check for collision while inside a block with no collision
When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it does when hitting a sand block with nothing on top of it.
When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it does when hitting a sand block with nothing on top of it.
This makes it difficult or impossible to launch yourself with a wind charge if the ground is covered with foliage.
Wind charges don'tcheck for collision while inside a block with no collisionWind charges delay wind burst when passing through non-solid blocks
Wind charges delay wind burst whenpassing through non-solid blocksWind charges delay wind burst while passing through non-solid blocks
When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it
doeswhen hitting a sand block with nothing on top of it.This makes it difficult or impossible to launch yourself with a wind charge if the ground is covered with foliage.
When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it bursts right away when hitting a sand block with nothing on top of it.
This makes it difficult or impossible to launch yourself with a wind charge if the ground is covered with foliage.
When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it bursts right away when hitting a sand block with nothing on top of it.
This makes it difficult or impossible to launch yourself with a wind charge if the ground is covered
withfoliage.When the wind charge is touching a non-solid block (dead bush as an example), it doesn't seem to check for collision until it leaves the non-solid block.
It's difficult to explain so I hope that the attached video makes this issue more clear. In the video, the wind charge doesn't immediately burst when it hits the sand block below the dead bush, but it bursts right away when hitting a sand block with nothing on top of it.
This makes it difficult or impossible to launch yourself with a wind charge if the ground is covered in foliage.
In survival mode then I right-clicked on the empty map, the item just disappears with no filled map replacing it. This issue only appears if there is one item in the stack (shown in the video).
Steps to reproduce:
- Use a single empty map
Observed result:
The empty map is deleted.Expected result:
The empty map is replaced with a filled map.
Using an empty map (single item in stack) doesn't create a filled map in survival mode
Players riding striders can no longer dismount onto higher blocks




























Can confirm in 22w42a.
This also applies to the frog and iron golem walk animation. Splash a Slowness IV potion on one and its legs won't move.
In third person view, you can see that the player automatically sneaks under the block. That auto sneak is what causes you to slow down.
This issue has been fixed in 1.19.3 Pre-release 3.
I believe it's intentional that shields have a brief delay after holding it up before it's able to block damage.
Can confirm in 1.19.4 Pre-release 3.
I argue that this works as intended. The portal animation fades away as a transition from when the animation fades in before you cross dimensions. The animation doesn't play in creative mode as crossing dimensions is instantaneous in that game mode.
@batbrain55 I believe that the inconsistency now lies with all of the other signs as text can be written on both sides (only one side has less contrast to account for text readability).
Can confirm in 1.20.1.
This seems to be working as intended. The higher the terrain generates, the higher the sculk generation spreads.
@Anthony Cicinelli
Turns out that I made this report without considering that I used a big dripleaf resource pack. Please resolve this issue as invalid!
I argue that this is not a duplicate of MC-95515. That report points out issues with shadows in certain block orientations no matter how many times the lighting is updated. This report is mostly about lighting specific to world generation. The sea pickles weren't able to properly update all of the blocks surrounding them. The replicated structure shows the lack of lighting update issues.
@Greymagic27 This is issue affects both non-full and non-solid blocks, so I think this a related issue and not a duplicate.
Present in 24w07a.
Present in 24w10a
Present in 24w10a
This issue wasn't fixed in 24w33a. The top and bottom halves of the stem still don't match in terms of stretching.
Can confirm.