WillChill
- WillandChill
- JIRAUSER740987
- America/Chicago
- Yes
- No
[Duplicate] Doors and other items don't have their new Java parity sounds and are only in the Next Major update toggle.
Sometimes, Drowned who are targeting a player freeze in placewhen said player breaks the surface of the water and submerges again.Sometimes, Drowned who are targeting a player will freeze in place.
[Duplicate] Sometimes, Drowned who are targeting a player will freeze in place.
Trial Spawners will not activate/spawn mobs
and are not interactable by players using spawn eggsif gamerule "doMobSpawning" is set to "false".This is different from the behavior of normal monster spawners, which will activate/spawn mobs
and is interactable by the player using spawn eggsno matter if "doMobSpawning" is set to "true" or "false".I'm not sure if this is intentional or not, but I decided to report it.
Trial Spawners will not activate/spawn mobs if gamerule "doMobSpawning" is set to "false".
This is different from the behavior of normal monster spawners, which will activate/spawn mobs no matter if "doMobSpawning" is set to
"true"or"false".Trial Spawners will not activate/spawn mobs if gamerule "doMobSpawning" is set to "false".
This is different from the behavior of normal monster spawners, which will activate/spawn mobs no matter if "doMobSpawning" is set to true or false.
[Duplicate] Crossbows don't use "crossbow.loading.end" sound event, and instead use "crossbow.loading.middle" sound event twice.
The dispenser on the fountain in the Eruption chamber doesn't generate containing a water bucket.
The file attached shows the dispenser which should contain a water bucket.
I did not tamper with the dispenseror remove any contentsbefore opening it and taking this picture.Steps to Reproduce:
1. Load a new world in 1.20.5 pre-release 1 (may also be a bug in previous snapshots)
2. Locate a trial chambers
3. Locate the Eruption chamber
4. Open the dispenser inside the fountain on the center platform.
5. Examine if there is a water bucket inside or not.The file attached shows the dispenser which should contain a water bucket.
I did not tamper with the dispenser before opening it and taking this picture.
Steps to Reproduce:
1. Load a new world in 1.20.5 pre-release 1 (may also be a bug in previous snapshots)
2. Locate a trial chambers structure
3. Locate the Eruption chamber
4. Open the dispenser inside the fountain on the center platform.
5. Examine if there is a water bucket inside or not.The file attached shows the dispenser which should contain a water bucket.
I did not tamper with the dispenser before opening it and taking this picture.
Steps to Reproduce:
1.Loada new world in 1.20.5 pre-release 1 (may also be a bug in previous snapshots)
2. Locate a trial chambers structure
3. Locate the Eruption chamber
4. Open the dispenser inside the fountain on the center platform.
5. Examine if there is a water bucket inside or not.The file attached shows the dispenser which should contain a water bucket.
I did not tamper with the dispenser before opening it and taking this picture.Steps to Reproduce:
1. Create a new world in 1.20.5 pre-release 1 (may also be a bug in previous snapshots)
2. Locate a trial chambers structure
3. Locate the Eruption chamber
4. Open the dispenser inside the fountain on the center platform.
5. Examine if there is a water bucket inside or not.The file attached shows the dispenser which should contain a water bucket.
I did not tamper with the dispenser before opening it and taking this picture.
[Duplicate] The dispenser on the fountain in the Eruption chamber doesn't generate containing a water bucket.
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but this select one is facing a different direction than the others.
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but this select one is facing a different direction than the others.
It is opening towards the west side of the block, rather than to the north side like the others
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but this select one is facing a different direction than the others.
It is opening towards the west side of the block, rather than to the north side like the others.
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but this select one is facing a different direction than the others.
It is opening towards the west side of the block, rather than to the north side like the others.On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but this select one is facing a different direction than the others.
It is opening towards the west side of the block, rather than to the north side like the others.
On the second level of the chamber_8 room , one of the copper trapdoors is rotated the wrong way.
In the image below, all of the trapdoors are open, but
this selectone is facing a different direction than the others.
It is opening towards the west side of the block, rather than to the north side like the others.
In Bedrock, drowned with tridents have 2 attacks: ranged (if the target is farther away) and melee (if the target is closer).
If "doMobGriefing" is on, some drowned have the ability to pick up equipment dropped on the ground.
If a drowned with this ability finds and picks up a trident(not naturally spawned with one), it will only use the trident's melee attack and never throw the trident at its targets. This is different from drowned who spawn with tridents normally.Steps to reproduce:
1. Create a world that has "doMobGriefing" turned on.
2. Set time to night (drowned become hostile at night)
3. Make a large closed-in area.
4. Spawn a drowned naturally holding a trident.
5. Spawn a villager and watch how the drowned throws the trident when the target is farther away and uses melee attacks when the target is closer.
6. Spawn a drowned who can pick up equipment and give it a trident.
7. Spawn a villager and watch how this drowned only uses the melee attack and never throws the trident.Observed Results:
The drowned who is given a trident behaves differently than the drowned who spawned naturally with a trident.Expected Results:
Both drowned behave the same, and do both the ranged and melee attack.
[Duplicate] Drowned who pick up and equip tridents(not naturally spawned with them) only use the melee attack.
Sorry, I forgot about that “post 1.15” rule.
Drowned
withtridents don’t have an animation for throwingthetrident. In Bedrock,drowned have an actual throwing animation they use when throwing a trident (similar to the player). In Java, the trident is simply thrown with no animation tied to it. This would be a simple but welcome addition.Drowned holding tridents don’t have an animation for throwing a trident. In Bedrock edition, Drowned have an actual throwing animation they use when throwing a trident (similar to the player). In Java edition, the trident is simply thrown with no animation tied to it. This would be a simple but welcome addition, and would bring the Drowned closer to parity.
[Duplicate] Drowned don’t have an animation for throwing a trident in Java Edition
The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around.
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.(I normally have both the hostile and friendly creatures sliders set to 50%.)
The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around.
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I normally have both the hostile and friendly creatures sliders set to 50%.
This could just be me, but I really feel like the new step sounds are too quiet.
The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around.
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I normally have both the hostile and friendly creatures sliders set to 50%.
This could just be me, but I really feel like the new step sounds are too quiet.The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around.
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I normally have both the hostile and friendly creatures sliders set to 50%.
I use the same slider settings for Java Edition, and the wither skeleton's walking sounds are much easier to hear.
The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around.
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I
normallyhave boththe hostile and friendly creaturesslidersset to 50%.
Iuse the same slider settings for Java Edition, and the wither skeleton's walking sounds are much easier to hear.The Wither Skeleton's new walking sound is too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around (turn up your audio to help hear if you need to).
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I have both Main and Sound sliders at 100%.
I also have both the hostile and friendly creatures sliders set to 50%.
(These are my usual settings)I use the many of the same slider settings for Java Edition, and the wither skeleton's walking sounds are much easier to hear on Java.
The Wither Skeleton's new walking sound
istoo quiet when compared to the walking sounds of other mobs.Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around (turn up your audio to help hear if you need to).
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I have both Main and Sound sliders at 100%.
I also have both the hostile and friendly creatures sliders set to 50%.
(These are my usual settings)I use the many of the same slider settings for Java Edition, and the wither skeleton's walking sounds are much easier to hear on Java.
The Wither Skeleton's new walking sounds are too quiet when compared to the walking sounds of other mobs.
Steps To Reproduce:
1. Spawn a wither skeleton.
2. Spawn any other mob who uses a unique walking sound (such as a zombie).
3. Listen for the walking sounds of both mobs as they move around (turn up your audio to help hear if you need to).
4. Notice how it is significantly more difficult to hear the wither skeleton's walking sounds compared to the other mob's.I have both Main and Sound sliders at 100%.
I also have both the hostile and friendly creatures sliders set to 50%.
(These are my usual settings)I use the many of the same slider settings for Java Edition, and the wither skeleton's walking sounds are much easier to hear on Java.
Wither Skeleton's new step soundistoo quiet.Wither Skeleton's new step sounds are too quiet.
Witherskeleton's new step sounds are too quietWither Skeleton’s new step sounds are too quiet
When a mob wielding a mace kills the player with a smash attack, the resulting death message is “<player> was slain by <mob>” instead of “player> was smashed by <mob>”, which is a new special death message used when a player is killed by a mace smash attack.
Steps to Reproduce:
1. Create a setup with araised platform and adrop where a smash attack can be performed. (less than a 4 block drop works well, as the attacking mob will willingly walk offthe above platformto attack you)
2. Spawn a mob who can pick up and wield a mace (such as a zombie), give it a mace, and position iton the raised platform.
3. Position yourself on the ground belowthe raised platform, and change your gamemode to Survival.
4. Allow the mobon the raised platform to drop downand deliver a killing blowon youwith a smash attack.
5. Observe what the resulting death message is.Expected Results:
The mace-specific death message is displayed when a player is killed by a smash attack from a mob wielding a mace, in the same way it appears when killed by a smash attack from another player.Observed Results:
The mace-specific death message is not used, and instead displays the generic “<player> was slain by <mob>” death message.When a mob wielding a mace kills the player with a smash attack, the resulting death message is “<player> was slain by <mob>” instead of “player> was smashed by <mob>”, which is a new special death message used when a player is killed by a mace smash attack.
This is also the case if the mace has been renamed, with the death message being "<player> was slain by <mob> using <renamed mace>" instead of "<player> was smashed by <mob> using <renamed mace>".
Steps to Reproduce:
1. Create a setup with a drop where a smash attack can be performed. (less than a 4 block drop works well, as the attacking mob will willingly walk off blocks to attack you)
2. Spawn a mob who can pick up and wield a mace (such as a zombie), give it a mace, and position it where it can perform a smash attack.
3. Position yourself on the ground below, and change your gamemode to Survival.
4. Allow the mob to fall and drop onto you and deliver a killing blow with a smash attack.
5. Observe what the resulting death message is.Expected Results:
The mace-specific death message is displayed when a player is killed by a smash attack from a mob wielding a mace, in the same way it appears when killed by a smash attack from another player.Observed Results:
The mace-specific death message is not used, and instead displays the generic “<player> was slain by <mob>” death message.
Winter Drop Experiment:
When completely idle, creakings have a VERY slow movement speed.
I'm not sure if this is intended, as the have a faster movement speed when idle in Bedrock.Winter Drop Experiment:
When completely idle, creakings have a VERY slow movement speed.I'm not sure if this is intended, as they have a faster movement speed when idle in Bedrock.
Winter Drop Experiment:
Whencompletelyidle, creakings have a VERY slow movement speed.I'm not sure if this is intended, as they have a faster movement speed when idle in Bedrock.
When looking at a Bogged's head, the underside is missing
itstexture.This is the case in the release and snapshot versions.
When looking at a Bogged's head, the underside is missing a texture on both the normal and overlay layers.
This is the case in the release and snapshot versions.
Texture for the underside ofthe Bogged's head is not displaying.Bogged is missing a texture for the underside of its head.
When looking at a Bogged's head, the
underside is missing a texture on both the normal and overlay layers.
This is the case in the release and snapshot versions.When looking at a Bogged's head, the bottom face is missing a texture on both the normal and overlay layers.
I think this has been the case ever since they were first added.
Bogged is missing a texture for theunderside of its head.Bogged is missing a texture for the bottom face of its head.
When looking at a Bogged's head, the bottom face is missing a texture on both the normal and overlay layers.
I
think this has been the case ever since they were first added.When looking at a Bogged's head, the bottom face is missing a texture on both the normal and overlay layers.
In-game screenshots included.
[Invalid] Bogged is missing a texture for the bottom face of its head.
Java 1.21.4
Some underground Overworld structures do not generate indefaultSuperflator "Overworld" preset Superflat worlds.Some underground Overworld structures do not generate in Superflat worlds even under the correct conditions..
Some underground Overworld structures do not generate in Superflat worlds even under the correct conditions..
[Duplicate] Some underground Overworld structures do not generate in Superflat worlds even under the correct conditions.
[Duplicate] Book and Enchanted Book item rarity tiers are switched.






This happened multiple times, and both of the drowned were not holding anything in their hands. I'm not sure if this bug also affects drowned wielding tridents.
@Dharnios, possibly that could be the issue. The interesting thing is that this happened in a ocean biome, where the sea level is y=62. I just assumed it was the because of me exiting and submerging into the water causing the drowned's ai to freeze. I now believe that I was wrong. I tested in a creative world with a small tank of water under y=62, and the drowned acted fine when I entered and exited the water at daytime.
Yeah, it seems like the Breeze doesn't retaliate when being attacked by any mob.
It will only try to attack the player.
@Rabrun, thank you for the info. I never even thought about that.
@ampolive, thank you for updating the summary.
This has happened multiple times for me as well.
@Jianneo If you have the experimental datapack off, you can get mending books normally from librarians, or you can find them in loot chests throughout the world.
If you have the experimental datapack on, you can get mending from master level swamp librarians. Ancient cities also have a higher chance to have mending books if the datapack is on. Hope this helps.
I think a good solution to this (if possible), would be adding a new gamerule which controls if spawners(both normal and trial versions) can spawn mobs or not. This would separate the function of spawners from the "doMobSpawning' gamerule and allow them to work independently from each other.
Disregard this issue, as it is a duplicate of MC-210972
When I traveled to a swamp biome just to see the bogged spawning, it definitely seemed like less bogged were spawning compared to normal skeletons. Good job solving this! Also, it's interesting that they chose for the bogged/skeleton ratio to be 50/50, instead of 80/20 like the stray and husk. Maybe for balancing?
Only TNT has 100% block drop rate. Creeper and wither explosions only drop some of the broken blocks, which I think is intended. Java and bedrock are the same with that.
Can confirm, pretty funny to see
@AgentMindStorm2
Thank you for explaining this! I am not skilled enough to look into the game files/folders. I just simply noticed the step sounds were very quiet.
@Greymagic27
Yes, this is still the case in 1.21.40.22 Preview. Ever since the bundle was first added to Bedrock, the closed texture has always used a slightly different texture than Java. This is not the case for the "open" textures though, they are the same between both editions.
The open textures themselves match Bedrock's bundle texture, meaning that in Java the closed bundle and open bundle textures are different.
I personally prefer Java's darker bundle texture, as it is colored more closely to leather.
That does describe it. I also know that this relates to
MC-277129.Sorry for the unnecessary report.
@Dhranios
I never even noticed that. Sorry for making this then.
Mods pls close this report.
Can confirm
Yes
Confirmed in 1.21.4
Newer structures such as trail ruins and trial chambers can be added to this list.
Also, in the “Overworld” preset, mineshafts can be “located” using /locate structure, but the structure itself doesn’t generate
Can confirm.
Not sure if any other mobs have this issue.