windwend
- windwend
- JIRAUSER647718
- Asia/Hong_Kong
- Yes
- No
Cauldron fills with powder snow in frozen ocean biomeswhile it's visually raining
Cauldrons are supposed to be filled with water while it's raining, and powder snow while it is snowing. Frozen oceans have a unique temperature gradient that makes it snow in certain places and rain in others. However, whenever a cauldron is placed in these biomes, it is filled with powder snow regardless of which local region it is in, even if it is visually raining. Ice and snow are formed as normal (i.e. following the boundaries of the local temperature values).
How to confirm:
1. Find a frozen ocean, or create a superflat world with just frozen ocean.
2. Use /fill command to create a large layer of cauldrons under open sky.
3. Change weather to raining/snowing.
4. Observe that some cauldrons are filled with powder snow even if it is raining.
5. Replace the platform with solid blocks, and see how snow layers are formed normally.This bug does not exist for the deep frozen ocean biome.
Cauldrons are supposed to be filled with water while it's raining, and powder snow while it is snowing. Frozen oceans have a unique temperature gradient that makes it snow in certain places and rain in others. However, whenever a cauldron is placed in th
esebiomes, it is filled with powder snow regardless of which local region it is in, even if it is visually raining. Ice and snow are formed as normal (i.e. following the boundaries of the local temperature values).How to confirm:
1. Find a frozen ocean, or create a superflat world with just frozen ocean.
2. Use /fill command to create a large layer of cauldrons under open sky.
3. Change weather to raining/snowing.
4. Observe that some cauldrons are filled with powder snow even if it is raining.
5. Replace the platform with solid blocks, and see how snow layers are formed normally.This bug does not exist for the deep frozen ocean biome.
Cauldrons are supposed to be filled with water while it's raining, and powder snow while it is snowing. Frozen oceans have a unique temperature gradient that makes it snow in certain places and rain in others. However, whenever a cauldron is placed in this biome, it is filled with powder snow regardless of which local region it is in, even if it is visually raining. Ice and snow are formed as normal (i.e. following the boundaries of the local temperature values).
How to confirm:
1. Find a frozen ocean, or create a superflat world with just frozen ocean.
2. Use /fill command to create a large layer of cauldrons under open sky.
3. Change weather to raining/snowing.
4. Observe that some cauldrons are filled with powder snow even if it is raining.
5. Replace the platform with solid blocks, and see how snow layers are formed normally.This bug does not exist for the deep frozen ocean biome.
The bug
Endermen do not aggr
evate immediately after being stared at; instead they have to be stared at for 5 game ticks.How to reproduce
- Summon an enderman riding a minecart:
summon minecart ~ ~ ~ {Passengers: [{id: "minecraft:enderman"}]}- stand a few blocks away from the enderman, and move the cursor quickly from left to right, passing through the enderman's eyes.
- If the enderman doesn't aggr
evate, pass through its eyes again, and move a bit slower than the previous time each time.- Notice that when then cursur moves quickly, the enderman doesn't aggr
evate; but when it passes slow enough, the enderman aggrevates.The bug
Endermen do not aggravate immediately after being stared at; instead they have to be stared at for 5 game ticks.
How to reproduce
- Summon an enderman riding a minecart:
summon minecart ~ ~ ~ {Passengers: [{id: "minecraft:enderman"}]}- stand a few blocks away from the enderman, and move the cursor quickly from left to right, passing through the enderman's eyes.
- If the enderman doesn't aggravate, pass through its eyes again, and move a bit slower than the previous time each time.
- Notice that when then cursur moves quickly, the enderman doesn't aggravate; but when it passes slow enough, the enderman aggravates.
@windwend, could you please search for existing reports and in case you do not find any, create a new one? Usually we prefer to create a new report when an existing report has already been resolved as Fixed for a long time.
windwend, hmm, I'm not too sure but I see where you're coming from. The wither spawning sound is considered a global sound event, therefore allowing it to be heard by all players regardless of the dimensions that they're in, or how far away from the sound origin point they are. This is why I think MC-177741 is in fact intentional. On the other hand, guardian sounds are not considered global sound events and instead just don't decrease in volume in regards to how far away you are from the sound origin point.




































Can confirm in 1.17.
Can confirm for 1.17.
I actually hope this gets marked as WAI, since it is quite a smart mechanic to allow looting to work on equipments other than the looting sword - players can get more drops if they use their weapons smart enough.
At this point, might actually treat this as a feature.
This room specifically has a cauldron in it, which the villager recognizes as a work station, which counts as a village. Therefore the raid starts.
Why is this intended? Can someone explain the logic behind this?
Can confirm the snapshot this was changed was 19w14a.
So they fixed smooth lighting underwater in
MC-68129and forgot about this.Seems that this is the way this bug was fixed: items that are held with the cursor when the inventory or any GUI closes, are now transferred directly into the inventory instead of thrown out.
If this is fixed, imagine they have to fix the same thing for mob heads. Zombies/skeletons/creepers visually lose their heads during death animation, when killed by charged creeper explosion. That would be so cringe.
There is a new issue now, that an enderman makes stare sound when looked at, even though it is provoked beforehand. For example if you aggrevate an enderman by attacking it, it won't make the stare sound, but then when you look into its eyes, it will make the stare sound, even though it is already provoked.
Another solution to consider is to allow every water block in savanna village farms to be surrounded by farmland blocks on all four sides, similar to how dark oak trees generate with dirt below to prevent floating root.
The description is actually not accurate. Spiders can only spawn if the second block from the ground is a non-full block. In the image I just uploaded, spiders spawn below bottom half slabs, which is not a full block, but do not spawn below glass, which a full block, despite being transparent. They also spawn below soul sand, chests, etc. which are all non-full blocks, but do not spawn below transparent full blocks like leaves and glass.
This issue is related to MC-3304. Please add issue link.
For that specific video you uploaded, a simple fix would be to replace the solid block two blocks above the piston with a top half slab.
I mean, this "bug" has been in the game for forever, not to mention its Mojang priority is "Low". At this point, just treat it as a feature and use it to your advantage.
Ampolive, thanks for the code analysis. I was wondering, can you do some more code-digging to figure out why deep frozen ocean doesn't have this problem? You can post the code analysis for that under this issue as well.
I don't think a single biome precipitation value explains how this bug doesn't exist for deep frozen ocean. In the image I just attached, you can see that in a superflat world I have created, cauldrons can collect powder snow or water according to the local temperature gradient.
I do not recommend including water lakes in the title, since that is a removed feature.
Hi Jess, yes,
MC-12305does describe this issue. You can mark it as duplicate if you want, but I recommend that you independently reproduce it before doing that. The code I provided should make the process pretty standardized. (You can run the code on a chain of command blocks as well.)Can confirm in 1.18.2.
I would assume the cause of this bug (as well as MC-125773 and MC-217528) to be that Channeling checks for sky exposure at a mob's feet level. So when mobs are standing on non-full blocks that block sky light, their feet technically don't have sky access, therefore Channeling doesn't work. Similarly, when mobs are riding boats/minecarts, their hitboxes extend below the bottom of the vehicles, observable using F3 + B. Hopefully someone can do a code analysis on this, so my speculation can be confirmed.
Can confirm for 22w11a.
Can confirm in 22w11a.
Can confirm in 22w11a.
Can confirm in 22w11a.
Can confirm for 22w11a.
Can confirm in 22w11a.
Can confirm in 22w11a. This is interesting, so I revisited the two locations shown in two earlier screenshots, and the grass on the floor seems to be no longer present, but the dirt block inside the house generates as a grass block instead. I set randomTickSpeed to be 0, so the grass block should never change into dirt. I think it's possible that in Avoma's image, the dirt block generated as a grass block, but converted to dirt due to his randomTickSpeed not being 0. Overall, it seems that this bug is "partially fixed", potentially fixed for grass, but not for terrain.
I would guess maybe WAI? they talked about "immersive experience" so this is probably why they made hideParticles = true.
Pretty sure it's WAI, just like withers.
Can confirm in 22w11a.
The presence of
MC-249501definitely makes this issue more important to fix. Boats breaking and players dying from fall damage are acceptable risks, but losing all items in a boat with chest is much more punishing in comparison, especially sinceMC-105103is intended.I strongly recommend that this issue be given a Mojang priority of at least "Important". Boats breaking and players dying from fall damage as a result of
MC-119369are acceptable risks, but losing all items in a boat with chest is much more punishing in comparison, especially sinceMC-105103is intended.Please add the tag "vanilla-parity" to this issue. In Java Edition, slimes and magma cubes always check for the space of a large slime/magma cube, so they never spawn in 2-high areas.
Reply from [Mod] GoldenHelmet:
This report does not meet the requirements for the vanilla-parity label. See https://feedback.minecraft.net/hc/en-us/articles/360015877192-Parity-Requests-and-You-A-Guide
Related to
MC-227361.This bug is related to
MC-242331, which has been fixed in 22w03a.Now fixed with
MC-121865.Maybe related to MC-57057?
Is this issue related to MC-177741?
Can confirm in 23w03a.
Can confirm for 23w03a.
Can confirm in 23w03a.
Can confirm in 23w03a. Added an image to clearly demonstrate the issue.
Can confirm in 23w03a.
Can confirm in 23w03a.
Now that mangrove trees have been added, it would make sense for swamp villagers to buy mangrove boats.
They wouldn't have gotten extinct if they had higher health.
Relates to
MC-162557,MC-200929,MC-200937,MC-238622andMC-238623.The nearby evoker continues to attack the player even when they are in Creative or Spectator mode, as seen in the screenshot.
Can confirm in 1.19.4.
Can confirm in 1.19.4
@Anthony Cicinelli, sorry I think I made a mistake, it seems that cobweb is actually affected by Efficiency, and can be instantly mine with shears enchanted with Efficiency at level 11. You may close this case as Cannot Reproduce.
Can confirm in 1.20 Pre-release 4.
I suggest renaming this ticket to "suspicious sand/gravel drops as an item after existing as a falling block for 30 seconds“. As seen from the screenshots I uploaded, they drop as an item after falling through cobweb after a while as well, meaning it's likely that the falling block drops as an item after their 30-second lifetime expires.
Can confirm in 1.19.4. I originally thought one could drain an ocean monument by converting water to frosted ice and then instamining it with a Silk Touch pickaxe, but unfortunately frosted ice cannot be instamined and my plan has backfired
Screenshots added.
Loaded up a world in 1.20, and somehow the mushrooms are present.
Seed: 611
Location: 274 67 412
Is this related to
MC-260073?Fixed in 23w31a. Speed of snow accumulation is now affected by randomTickSpeed.
Finally, zombies can't hit you through doors anymore. Good job Gnembon!
Can confirm in 1.20.1.