Yellow01
- Yellow01
- yellow01
- Europe/Stockholm
- Yes
- No
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e
[type=panda,nbt=\{MainGene:"brown",HiddenGene:"brown"},limit=1]{HandItems:[{id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[
{id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[
{id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Note: Sorry about the screwed-up command at step 3.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Note: Sorry about the screwed-up command at step 3.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Note: Sorry about the screwed-up command at step 3.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do /summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}. There probably aren't any other pandas with this specific gene combination- perfect for testing for this one only!
- Feed it bamboo.
- Quickly type/paste this command into chat: /data merge entity @e[type=panda,nbt=
{MainGene:"brown",HiddenGene:"brown"},limit=1] {HandItems:[ {id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Note: Sorry about the screwed-up command at step 3.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do
/summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}
- There probably aren't any other pandas with this specific gene combination, which allows the following command to almost always target this panda.
- Feed it bamboo.
- Quickly type/paste this command into chat:
/data merge entity @e[type=panda,nbt= {MainGene:"brown",HiddenGene:"brown"},limit=1]{HandItems:[{id:item,Count:1b},{}]}
- Notice the strange particles coming from the panda: this is the result of the game not finding any block/item texture to generate particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do
/summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}
- There probably aren't any other pandas with this specific gene combination, which allows the following command to almost always target this panda.
- Feed it bamboo.
- Quickly type/paste this command into chat:
/data merge entity @e[type=panda,nbt= {MainGene:"brown",HiddenGene:"brown"},limit=1]{HandItems:[{id:item,Count:1b},{}]}
- Notice
the strange particles coming from the panda: this is the result of the game not finding anyblock/item texturetogenerateparticles from.Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do
/summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}
- There probably aren't any other pandas with this specific gene combination, which allows the following command to almost always target this panda.
- Feed it bamboo.
- Quickly type/paste this command into chat:
/data merge entity @e[type=panda,nbt= {MainGene:"brown",HiddenGene:"brown"},limit=1]{HandItems:[{id:item,Count:1b},{}]}
- Notice how the panda is generating strange particles. This is the result of Minecraft not knowing what block/item texture it's supposed to be generating particles from.
Pandas eating certain items results in them generating eating particles, which should be normal- except that they use the textures of flowing water and flowing lava as a base!
While at first it might not seem like a big issue, mapmakers might want to make pandas eat custom items (I don't know why they would do that, but this issue is clearly unintended). This is especially problematic due to the fact that mob and player heads share breaking particles with soul sand, and shulker boxes actually have a "broken" particle.
The problematic items are:
Shields (minecraft:shield): Uses its own textures from the entities folder.
Shulker Boxes (minecraft:shulker_box/minecraft:[color]_shulker_box) take their textures from the Shulker mob.
Mob heads (wither_skeleton_skull, skeleton_skull, zombie_head, creeper_head, dragon_head) take their textures from their respective mobs.
Player heads (player_head) take their textures from... well, players. By default, they use the Steve texture, whose texture is located in the entities folder.
How to reproduce:
- Do
/summon panda ~ ~ ~ {MainGene:"brown",HiddenGene:"brown"}
- There probably aren't any other pandas with this specific gene combination, which allows the following command to almost always target this panda.
- Feed it bamboo.
- Quickly type/paste this command into chat:
/data merge entity @e[type=panda,nbt= {MainGene:"brown",HiddenGene:"brown"},limit=1]{HandItems:[{id:item,Count:1b},{}]}
- Notice how the panda is generating strange particles. This is the result of Minecraft not knowing what block/item texture it's supposed to be generating particles from.
Note: Sorry for the terrible listing. I can't figure out how to fix the list without putting everything into a "code" bracket
While [P]illager beasts already have a small shadow in comparison to the similarly-sized iron golem (
MC-138766), they also have another issue with their shadows; specifically, it starts at it's front legs, rather than being centered at the center of the mobs body. So even if the aforementioned shadow size issue is fixed, it would still look very strange the way the shadow is placed now.This issue was also present in the Minecon Earth 2018 footage; one scene shows a side view of the beast.
I believe this bug might have started occurring after the changes to the lighting system were implemented.
Edit: Oof, I'm dumb. This might actually be the exact same thing as
MC-138766.
Cod, salmon, tropical fish, and pufferfish ambient sounds have no parrot equivalent/Parrots attempt to mimic fish mobs
Cod, salmon, pufferfish, and tropical fish all have (blank) ambient sounds. Parrots will still attempt to mimic the fish to no avail, due to no there being no equivalent for when the parrot mimics it, unlike other mobs (barring the 1.14 mobs, see
MC-138078), which have their own "parrot mimicking" sound effect.The first few screenshots show that all 4 fish mobs do indeed have ambient sounds, and the next one shows parrots do indeed try to mimic the fish mobs. The rest of the screenshots show the list of "entity.parrot.imitate" sound list from using /playsound, showing that there is indeed no equivalent.
According to a comment by tryashtar on
MC-127166, they shouldn't be imitating "squid, guardians, and fish" in the first place!
Cod, salmon, pufferfish, and tropical fish all have (blank) ambient sounds. Parrots will still attempt to mimic the fish to no avail, due to no there being no equivalent for when the parrot mimics it, unlike other mobs (barring the 1.14 mobs, see
MC-138078), which have their own "parrot mimicking" sound effect.The first few screenshots show that all 4 fish mobs do indeed have ambient sounds (presumably leftover from when the April Fools' "new resource pack" was released, and fish "sang"), and the next one shows parrots do indeed try to mimic the fish mobs. The rest of the screenshots show the list of "entity.parrot.imitate" sound list from using /playsound, showing that there is indeed no equivalent.
According to a comment by tryashtar on
MC-127166, they shouldn't be imitating "squid, guardians, and fish" in the first place!
Cod, salmon, pufferfish, and tropical fish all have (blank) ambient sounds. Parrots will still attempt to mimic the fish to no avail, due to no there being no equivalent for when the parrot mimics it, unlike other mobs (barring the 1.14 mobs, see
MC-138078), which have their own "parrot mimicking" sound effect.The first few screenshots show that all 4 fish mobs do indeed have ambient sounds (presumably leftover from when the April Fools' "new resource pack" was released, and fish "sang"), and the next one shows parrots do indeed try to mimic the fish mobs. The rest of the screenshots show the list of "entity.parrot.imitate" sound list from using /playsound, showing that there is indeed no equivalent.
According to a comment by tryashtar on
MC-127166,theyshouldn't be imitating "squid, guardians, and fish" in the first place!Cod, salmon, pufferfish, and tropical fish all have (blank) ambient sounds. Parrots will still attempt to mimic the fish to no avail, due to no there being no equivalent for when the parrot mimics it, unlike other mobs (barring the 1.14 mobs, see
MC-138078), which have their own "parrot mimicking" sound effect.The first few screenshots show that all 4 fish mobs do indeed have ambient sounds (presumably leftover from when the April Fools' "new resource pack" was released, and fish "sang"), and the next one shows parrots do indeed try to mimic the fish mobs. The rest of the screenshots show the list of "entity.parrot.imitate" sound list from using /playsound, showing that there is indeed no equivalent.
According to a comment by tryashtar on
MC-127166, parrots shouldn't be imitating "squid, guardians, and fish" in the first place!
Cod, salmon, pufferfish, and tropical fish all have (blank) ambient sounds. Parrots will still attempt to mimic the fish to no avail, due to no there being no equivalent for when the parrot mimics it, unlike other mobs (barring the 1.14 mobs, see
MC-138078), which have their own "parrot mimicking" sound effect.The first few screenshots show that all 4 fish mobs do indeed have ambient sounds (presumably leftover from when the April Fools' "new resource pack" was released, and fish "sang"), and the next one shows parrots do indeed try to mimic the fish mobs. The rest of the screenshots show the list of "entity.parrot.imitate" sound list from using /playsound, showing that there is indeed no equivalent.
According to a comment by tryashtar on
MC-127166, parrots shouldn't be imitating "squid, guardians, and fish" in the first place!EDIT: New screenshots confirm that this works with ALL fish, and not just cod. Pufferfish might be WAI, due to being a neutral mob.
See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers (who have no place on their model to display held items) and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).
- Villagers still run away from the harmless Pillager.
- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers (who have no place on their model to display held items) and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).
- Villagers still run away from the harmless Pillager. (Not the Illusioner; this is
MC-116355)- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers (who have no place on their model to display held items) and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).
- Villagers still run away from the harmless Pillager. (Not the Illusioner; this is
MC-116355)- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
- It seems I'm not the first to discover this bug; a comment on "Can Skeletons Use Crossbows?" by Phoenix SC (https://www.youtube.com/watch?v=McU0QILC4_o) states that "Pillagers become passive when they don't have a crossbow, and illusioners become passive when they don't have a bow."
See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers
(who have no place on their model to display held items)and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).- Villagers still run away from the harmless Pillager. (Not the Illusioner; this is
MC-116355)- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
- It seems I'm not the first to discover this bug; a comment on "Can Skeletons Use Crossbows?" by Phoenix SC (https://www.youtube.com/watch?v=McU0QILC4_o) states that "Pillagers become passive when they don't have a crossbow, and illusioners become passive when they don't have a bow."
See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).
- Villagers still run away from the harmless Pillager. (Not the Illusioner; this is
MC-116355)- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
- It seems I'm not the first to discover this bug; a comment on "Can Skeletons Use Crossbows?" by Phoenix SC (https://www.youtube.com/watch?v=McU0QILC4_o
)states that "Pillagers become passive when they don't have a crossbow, and illusioners become passive when they don't have a bow."See summary.
How to reproduce:
- Spawn a villager, as this is one of the few mobs illagers are hostile to.
- Put yourself in survival mode.
- Type in the following command, using "illusioner" or "pillager" instead of "[illager]":
/summon [illager] ~ ~ ~ {HandItems:[{},{}]}NOTES:
- This is NOT the case for Evokers and Vindicators (who normally wield iron axes, and thus use melee attacks no matter what).
- Villagers still run away from the harmless Pillager. (Not the Illusioner; this is
MC-116355)- Illusioners still create illusions if the player is nearby. This is the only way for them to reveal their held item if it is not a bow.
- It seems I'm not the first to discover this bug; a comment on "Can Skeletons Use Crossbows?" by Phoenix SC ( https://www.youtube.com/watch?v=McU0QILC4_o ) states that "Pillagers become passive when they don't have a crossbow, and illusioners become passive when they don't have a bow."
When summoned via commands with an item other than a crossbow in their hand, they have "unlinked" arms. This is inconsistent with all the other illagers, as when they don't attack, their arms are "linked", similarly to actual villagers. A fix would be to either:
- Unlink all illagers' and villagers' arms, or
- Link the arms of the pillager when it is not attacking/targeting a village, which should be WAY easier to do than the former.
When summoned via commands with an item other than a crossbow in their hand, they have "unlinked" arms. This is inconsistent with all the other illagers, as when they don't attack, their arms are "linked", similarly to actual villagers. A fix would be to either:
- Unlink all illagers' and villagers' arms, or
- Link the arms of the pillager when it is not attacking/targeting a village, which should be WAY easier to do than the former.
Pillagers always have "unlinked" arms, even when not attacking. This is inconsistent with all the other illagers, as when they don't attack, their arms are "linked", similarly to actual villagers. A fix would be to either:
- Unlink all illagers' and villagers' arms, or
- Link the arms of the pillager when it is not attacking/targeting a village, which should be WAY easier to do than the former.
Pillagers cannot use bows, and both all types of skeletons and Illusioners cannot use crossbows, even though both are weapons that fire arrows. In the case of Pillagers and Illusioners, it has already been reported (
MC-139433), but for skeletons, it was discovered by Minecraft YouTuber Phoenix SC ( www.youtube.com/watch?v=McU0QILC4_o), and I discovered it works with ALL skeleton variants (screenshot below). In the below screenshot, all skeletons are using their melee attack (they normally don't get this close to mobs they are hostile to (barring the wither skeleton, who normally attacks with a stone sword)).The steps to reproduce are exactly the same as in
MC-139433, except that you can use "skeleton", "wither_skeleton", or "stray" instead of [illager] , and that this NBT data is instead:{HandItems:[{id:crossbow,Count:1b},{}]} or {HandItems:[{id:bow,Count:1b},{}]}
Parrots will not mimic skeleton horses, meaning it is impossible for it to tell between a skeleton and a skeleton trap . This means that the player cannot use parrots to locate skeleton traps, similarly to how it cannot decipher the difference between a zombie, baby zombie, and chicken jockey. On the contrary, a spider jockey can be d
etermined by a parrot, due to both a spider and a skeleton being mobs it can mimic.Parrots will not mimic skeleton horses, meaning it is impossible for it to tell between a skeleton and a skeleton trap . This means that the player cannot use parrots to locate skeleton traps, similarly to how it cannot decipher the difference between a zombie, baby zombie, and chicken jockey. On the contrary, a spider jockey can be distinguished by a parrot, due to both a spider and a skeleton being mobs it can mimic.
Parrots will not mimic skeleton horses, meaning it is impossible for it to tell between a skeleton and a skeleton trap . This means that the player cannot use parrots to locate skeleton traps, similarly to how it cannot decipher the difference between a zombie, baby zombie, and chicken jockey. On the contrary, a spider jockey can be distinguished by a parrot, due to both a spider and a skeleton being mobs it can mimic.
See summary.
Problematic mob variants:
Baby Zombie/Husk/Drowned/Pigman: Parrots aren't able to tell apart zombies and their variants with the "IsBaby" tag, regular variants imitate sound is identical to baby variants' idle sound
Chicken Jockey: Same as above, chickens can't be mimicked
Skeleton Trap: Parrots don't mimic skeleton horses
Parrots don't mimic skeleton horses / Parrots can't tell the difference between normal mobs and most jockeysSome mob variants aren't recognized as "different" by parrots
See summary.
Problematic mob variants:
Baby Zombie/Husk/Drowned/Pigman: Parrots aren't able to tell apart zombies and their variants with the "IsBaby" tag, regular variants imitate sound is identical to baby variants' idle sound
Chicken Jockey:
Same as above, chickens can't be mimickedSkeleton Trap: Parrots don't mimic skeleton horses
See summary.
Problematic mob variants:
Chicken Jockey: Chickens can't be mimicked
Skeleton Trap: Parrots don't mimic skeleton horses
Mobs will not use shields, and the shields themselves are purely visual; they don't block projectiles such as arrows.
Effects on different mobs that have visible held items:
Skeletons and Strays: Use their melee attack (the one they use when holding something other than a bow)
Pillagers and Illusioners: Don't attack (
MC-139433)All other mobs: No difference in behavior
How to reproduce (easily):
- Summon a mob without any held item that has "CanPickUpLoot" set. Example:
/summon zombie ~ ~ ~ {CanPickUpLoot:1b}
- Throw a shield at it and wait for it to pick it up
- Shoot an arrow where the shield is
→ Notice the arrow going through the shield and hitting the mob, dealing damage to it.
Mobs will not use shields, and the shields themselves are purely visual; they don't block projectiles such as arrows.
Effects on different mobs that have visible held items:
Skeletons and Strays: Use their melee attack (the one they use when holding something other than a bow)
Pillagers and Illusioners: Don't attack (
MC-139433)All other mobs: No difference in behavior
How to reproduce (easily):
- Summon a mob without any held item that has "CanPickUpLoot" set. Example:
/summon zombie ~ ~ ~ {CanPickUpLoot:1b}
- Throw a shield at it and wait for it to pick it up
- Shoot an arrow where the shield is
→ Notice the arrow going through the shield and hitting the mob, dealing damage to it.
Mobs will not use shields, and the shields themselves are purely visual; they don't block projectiles such as arrows.
Effects on different mobs that have visible held items:
Skeletons and Strays: Use their melee attack (the one they use when holding something other than a bow)
Pillagers and Illusioners: Don't attack (
MC-139433)All other mobs: No difference in behavior
How to reproduce (easily):
- Summon a mob without any held item that has "CanPickUpLoot" set. Example:
/summon zombie ~ ~ ~ {CanPickUpLoot:1b}2. Throw a shield at the mob, wait for it to pick it up, and shoot an arrow at the mob's shield
→ Notice the arrow going through the shield and hitting the mob, dealing damage to it.
When casting spells, Evokers display their held items, even though it normally never wields any item, probably because it has model data copied over from the Vindicator, which wields iron axes.
How to reproduce:
1. Do
/summon evoker ~ ~ ~ {HandItems:[{id:*any item id*,Count:1b},{}]}2. Force it to cast a spell.
3. Notice its held item being revealed.
The bug
When casting spells, Evokers display their held items, even though it normally never wields any item, probably because it has model data copied over from the Vindicator, which wields iron axes.
How to reproduce
- Do
/summon evoker ~ ~ ~ {HandItems:[{id:shield,Count:1b},{}]}- Force it to cast a spell
→ Notice its held item being revealedThe bug
When casting spells, Evokers display their held items, even though it normally never wields any item, probably because it has model data copied over from the Vindicator, which wields iron axes.
How to reproduce
- Do
/summon evoker ~ ~ ~ {HandItems:[{id:*any item id*,Count:1b},{}]}
- Force it to cast a spell
→ Notice its held item being revealed
The bug
When casting spells, Evokers display their held items, even though it normally never wields any item, probably because it has model data copied over from the Vindicator, which wields iron axes.
How to reproduce
- Do
/summon evoker ~ ~ ~ {HandItems:[{id:*any item id*,Count:1b},{}]}
- Force it to cast a spell
→ Notice its held item being revealedThe bug
When casting spells, Evokers display their held items, even though it normally never wields any item, probably because it has model data copied over from the Vindicator, which wields iron axes.
How to reproduce
- Do
/summon evoker ~ ~ ~ {HandItems:[{id:*any item id*,Count:1b},{}]}2. Force it to cast a spell
→ Notice its held item being revealed
Read summary. Illager banners
held by pillagers have a light grey base.Read summary. Illager banners worn on the heads of leader pillagers in raids have a light grey base.
Illager banners on Pillager Outposts have a black baseIllager banners on Pillager Outposts have a black border
Read summary.
Illager banners worn on the heads of leader pillagers in raids have a light grey base.Read summary. Prior to 18w47a, they didn't have the black border.
Illager bannerson Pillager Outpostshave a black border
Read summary. Prior to 18w47a, they didn't have the black border. (Called "Black Bordure" in the tooltip.)
Can't really look into this "bug" further, due to the fact that illager patrols never spawn (and thus, the leader with the banner never spawns). To put it simply, this "bug" is blocked by
MC-139817.
Read summary. Prior to 18w47a, they didn't have the black border. (Called "Black Bordure" in the tooltip.)
The reason I think this is unintended is due to the fact that Mojang never announced these changes. And don't argue that "Mojang never announces minor changes such as these," as in each snapshot page they clearly have a list of fixed bugs, some of which aren't very major.
Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-1392). Then, they had arms sticking down when wielding something other than a crossbow. Now, they stick their arms out, regardless of whether or not they are holding a crossbow.55Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-139225). Then, they had arms sticking down when wielding something other than a crossbow. Now, they stick their arms out, regardless of whether or not they are holding a crossbow.
Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-139225). Then, they had arms sticking down when wielding something other than a crossbow. Now, they stick their arms out, regardless of whether or not they are holding a crossbow.As of 18w47b, they hold their arms in a slightly different position; one folded across the other.
Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-139225). Then, they had arms sticking down when wielding something other than a crossbow. Now, they stick their arms out, regardless of whether or not they are holding a crossbow.As of 18w47b, they hold their arms in a slightly different position; one folded across the other.
In 18w48a, pillagers holding the improper item have yet another arm position change; this time, one arm sticks all the way through its body and the other sticks out the opposite way it was in 18w47b.
Pillagersconstantly stick theirarmsoutPillagers once again have glitched arms
Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-139225). Then, they had arms sticking down when wielding something other than a crossbow.Now, they stick their arms out, regardless of whether or not they are holding a crossbow.As of 18w47b, they hold their arms in a slightly different position; one folded across the other.
In 18w48a, pillagers holding the improper item have yet another arm position change; this time, one arm sticks all the way through its body and the other sticks out the opposite way it was in 18w47b.
Once upon a time, Pillagers had improper arm positioning when wielding weapons other than a crossbow (Example:
MC-139225). Then, they had arms sticking down when wielding something other than a crossbow. In 18w47a, they stick their arms out, regardless of whether or not they are holding a crossbow.As of 18w47b, they hold their arms in a slightly different position; one folded across the other.
In 18w48a, pillagers holding the improper item have yet another arm position change; this time, one arm sticks all the way through its body and the other sticks out the opposite way it was in 18w47b.
See summary. Additionally, this does not spawn a pillager raid.
How to reproduce:
- Enter a village.
- Go into spectator mode using /gamemode 3 or by pressing F3 +
H.- Give yourself the Bad Omen effect using /effect give @s bad_omen
→ Notice the particles appearing, signifying you've supposedly triggered a major pillager raid by walking into the village
The screenshot below shows the particles generated from the Bad Omen effect being removed.
See summary. Additionally, this does not spawn a pillager raid.
How to reproduce:
- Enter a village.
- Go into spectator mode using /gamemode 3 or by pressing F3 + N.
- Give yourself the Bad Omen effect using /effect give @s bad_omen
→ Notice the particles appearing, signifying you've supposedly triggered a major pillager raid by walking into the village
The screenshot below shows the particles generated from the Bad Omen effect being removed.
I triggered a Bad omen pillager raid on purpose, and 2 mob kills later, the boss bar displayed "Raid: 2 Mobs Remaining". Later observations showed that exactly 4 mobs spawn every time, none of which spawn witches or illager beasts, both of which normally spawn near the end in pillager raids triggered in this manner.
This bug probably occurs due to the mass slime spawns in superflat worlds.
I triggered a Bad omen pillager raid on purpose, and 2 mob kills later, the boss bar displayed "Raid: 2 Mobs Remaining". Later observations showed that exactly 4 mobs spawn every time, none of which spawn witches or illager beasts, both of which normally spawn near the end
inpillager raids triggered in this manner.This bug probably occurs due to the mass slime spawns in superflat worlds.
I triggered a Bad omen pillager raid on purpose, and 2 mob kills later, the boss bar displayed "Raid: 2 Mobs Remaining". Later observations showed that exactly 4 mobs spawn every time, none of which spawn witches or illager beasts, both of which normally spawn near the end of pillager raids triggered in this manner.
This bug probably occurs due to the mass slime spawns in superflat worlds.
I triggered a Bad omen pillager raid on purpose, and 2 mob kills later, the boss bar displayed "Raid: 2 Mobs Remaining". Later observations showed that exactly 4 mobs spawn every time, none of which spawn witches or illager beasts, both of which normally spawn near the end of pillager raids triggered in this manner.
This bug probably occurs either due to the mass slime spawns in superflat worlds, or due to the fact that I was using the default superflat world, which had its topmost layer at y=4.
Bad omen raid startingplays no sound: "Unable to play empty soundEvent: minecraft:event.raid.horn_local"Bad omen raid occasionally starts plays no sound: "Unable to play empty soundEvent: minecraft:event.raid.horn_local"
Bad omen raid occasionally starts playsno sound: "Unable to play empty soundEvent: minecraft:event.raid.horn_local"Bad omen raid occasionally starts playing no sound: "Unable to play empty soundEvent: minecraft:event.raid.horn_local"
When pillagers "blow their horn," a message appears in console most of the time
(the sound actually played the first time, although the message still showed up in the console)reading, "Unable to play empty soundEvent: minecraft:event.raid.horn_local".
See summary. It should be impossible for a player to get rid of a possible surprise raid just by drinking milk.
How to reproduce:
- Give yourself milk
- Perform "/effect give @s bad_omen"
- Drink the milk
→You no longer have a bad omen
This is probably unintended, because the developers wanted the player to keep their reputation among pillagers for killing their leader until he or she dies.
A possible way to fix this is to make bad omens player/mob attributes, rather than status effects.
Read summary.
How to reproduce:
- Go to a village and find a Nitwit, trapping it in a box for testing purposes. If there isn't a Nitwit, summon a villager with its "Profession" NBT tag set to 5.
- Do "/effect give @s bad_omen"
- Right click on the Nitwit
→ The Nitwit doesn't sweat.
Possible cause:
Now, I'm no Java scientist, but I think the "sweating" effect overrides the trading GUI during a Raid. And if a villager doesn't display said GUI? No sweat!
Read summary.
How to reproduce:
- Go to a village and find a Nitwit, trapping it in a box for testing purposes. If there isn't a Nitwit, summon a villager with its "Profession" NBT tag set to 5.
- Do "/effect give @s bad_omen"
- Right click on the Nitwit
→ The Nitwit doesn't sweat.
Possible cause:
Now, I'm no Java scientist, but I think the "sweating" effect overrides the trading GUI during a Raid. And if a villager doesn't display said GUI? No sweat! (Pun intended)
Read summary.
How to reproduce:
- Go to a village and find a Nitwit, trapping it in a box for testing purposes. If there isn't a Nitwit, summon a villager with its "Profession" NBT tag set to 5.
- Do "/effect give @s bad_omen"
- Right click on the Nitwit
→ The Nitwit doesn't sweat.
Possible cause:
Now, I'm no Java scientist, but I think the "sweating" effect overrides the trading GUI during a Raid. And if a villager doesn't display said GUI? No sweat! (Pun intended)
Read summary.
How to reproduce:
- Go to a village and find a Nitwit, trapping it in a box for testing purposes. If there isn't a Nitwit, summon a villager with its "Profession" NBT tag set to 5.
- Do "/effect give @s bad_omen"
- Right click on the Nitwit
→
The Nitwit doesn't sweat.
Possible cause:
Now, I'm no Java scientist, but I think the "sweating" effect overrides the trading GUI during a Raid. And if a villager doesn't display said GUI? No sweat! (Pun intended)
See summary.
How to reproduce:
- Find a village.
- Give yourself the bad omen effect while in a village.
- Watch the pillagers just stare at walls with villagers behind them.
See summary.
How to reproduce:
- Find a village.
- Give yourself the bad omen effect while in a village.
→
Watch as Pillagers flock to walls with villagers behind them, even if they aren't doors/windows.
Someplants/plant-based blocks aren't destroyed by Illager BeastsMost plants/plant-based blocks aren't destroyed by Illager Beasts
While Illager Beasts can already destroy leaves and crops, it might be expected from most players that beasts can destroy other plant life too. However this isn't the case.
Tested with:
Lilypads
Vines
All flowers (wither rose might be WAI)
Cacti (might be WAI due to technically being a full block)
Grass, its variants, and dead bush
Coral fans (living and dead)
(Not tall) Mushrooms
Sugar cane
Kelp
While Illager Beasts can already destroy leaves and crops, it might be expected from most players that beasts can destroy other plant life too. However this isn't the case.
Tested with:
Lilypads
Vines
All flowers (wither rose might be WAI)
Cacti (might be WAI
due to technically being a full block)Grass, its variants, and dead bush
Coral fans (living and dead)
(Not tall) Mushrooms
Sugar cane
Kelp
See summary. Illager beasts are currently portrayed as bulky, heavy monsters, yet when in water, it "swims" like several clearly far lighter mobs, such as pigs. Its equivalent, the Iron Golem, on the other hand, sinks in water. As both seem to be portrayed as powerful, heavy
artificialmobs, it makes no sense for the iron golem to float, but not the equally-sized beasts.(If I get yelled at for "posting a suggestion," I just want to point out (again) that this is just something that doesn't make sense at all.)
See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any
entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
What I expected to happen:
The dragon would take damage like every other mob/entity that takes damage
What actually happened:
No damage was dealt to the Ender Dragon
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement from the Minecraft Wiki:
"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
What I expected to happen:
The dragon would take damage like every other mob/entity that takes damage
What actually happened:
No damage was dealt to the Ender Dragon
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement
from the Minecraft Wiki:"When any entity, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
See summary.
What I expected to happen:
The dragon would take damage like every other mob/entity that takes damage
What actually happened:
No damage was dealt to the Ender Dragon
How to reproduce:
- Place a block of sand and put a 4-block tall stack of cacti on it
- Set gamerule mobGriefing to false
- Stand next to the cactus and do "/summon ender_dragon ~ ~ ~ {DragonPhase:0}"
→
The dragon doesn't take damage from touching the cacti, which can normally damage even the wither.
This bug probably occurs because dragons don't have collision with blocks. This also contradicts the following statement:
"When any entity that takes damage, including players and mobs, touches a cactus, 1 damage is taken every 0.5 seconds."
Caged iron golems at pillager outposts attack the player upon being attacked(Might be WAI)
When putting only one non-enchanted item in the grindstone GUI, the same item appears as the output
See summary.
How to reproduce:
- Get an item with durability
- Put it in the grindstone GUI
→
The same item appears as the output
This wasn't the case when repairing items was restricted to crafting tables and anvils.
Lamp postsin plains villages generate inside village paths
See summary.
Seed: 323639731 Coordinates: -716.64 -228.43See summary. This shouldn't be happening. Why would the villagers dig a hole in the middle of the road just to put a lamp post in it?
Seed: 323639731 Coordinates: -716.64 -228.43
MC-140813revealed an easter egg that occurs when a player punches a panda near a villager; the villager produces angry particles, as if it were hurt. However, this is also the case when the villager has no AI; if a villager has no AI, it doesn't produce the particles when it (the villager) gets hurt, which is why I believe this is a bug.How to reproduce:
- Spawn a panda
- Summon a villager with NoAI set to 1b.
- Punch the panda
Villagers generate angry particles when a panda is hurt near them (
MC-140813). However, this behavior is also exhibited when the panda is behind a wall that the villager is near.How to reproduce:
- Spawn a villager
- Make a wall near the villager
- Spawn a panda behind the wall
- Hurt the panda
Sorry for the bad screenshot; i was trying to capture the moment when the villager made particles.
The main purpose of this report is to see if this is intended or not.
As explained in the summary, pandas hurt near villagers in villages make the iron golem of that village (provided it wasn't PlayerCreated) hostile.
What I expected to happen:
That the villagers' angry particles were purely visual in this situation
What actually happened:
The iron golem marched right up to me and OHKOed (one-hit-knockout) me.
How to reproduce:
- Find a village
- Summon an iron golem with PlayerCreated set to 0
- Hurt a panda
The main purpose of this report is to see if this is intended or not.
As explained in the summary, pandas hurt near villagers in villages make the iron golem of that village (provided it wasn't PlayerCreated) hostile.
What I expected to happen:
That the villagers' angry particles were purely visual in this situation
What actually happened:
The iron golem marched right up to me and OHKOed (one-hit-knockout) me.
How to reproduce:
- Find a village
- Summon an iron golem in the village with PlayerCreated set to 0
- Spawn and hurt a panda in the same area
A duplicate file in minecraft's default data exists at "minecraft:village/plains/villagers/unemployed".
What I expected to happen:
The "unemployed" villager would
be a random type of villager that couldn't trade.What actually happened:
It is the exact same as "minecraft:village/plains/villagers/nitwit"
How to reproduce:
- Place 2 structure blocks on the ground
- In one, enter "minecraft:village/plains/villagers/nitwit"
- Load the structure, and examine the expected nitwit villager on top of a jigsaw block with a target pool of minecraft:empty, an attachment type of minecraft:bottom, that turns into minecraft:air
- In the other one, enter "minecraft:village/plains/villagers/unemployed"
- Load both structures
A duplicate file in minecraft's default data exists at "minecraft:village/plains/villagers/unemployed".
What I expected to happen:
The "unemployed" villager would not be the same as "minecraft:village/plains/villagers/nitwit".
What actually happened:
It is the exact same as "minecraft:village/plains/villagers/nitwit"
How to reproduce:
- Place 2 structure blocks on the ground
- In one, enter "minecraft:village/plains/villagers/nitwit"
- Load the structure, and examine the expected nitwit villager on top of a jigsaw block with a target pool of minecraft:empty, an attachment type of minecraft:bottom, that turns into minecraft:air
- In the other one, enter "minecraft:village/plains/villagers/unemployed"
- Load both structures
Village structure files "minecraft:village/plains/villagers/nitwit" and"minecraft:village/plains/villagers/unemployed"are exactly the sameVillage structure file "minecraft:village/plains/villagers/unemployed" spawns a nitwit
A duplicate file in minecraft's default data exists at "minecraft:village/plains/villagers/unemployed". While "unemployed" villagers are technically used for baby villagers, entering the aforementioned filepath into a structure block generates a nitwit, not an unemployed villager.
What I expected to happen:
The "unemployed" villager would not be the same as "minecraft:village/plains/villagers/nitwit".
What actually happened:
It is the exact same as "minecraft:village/plains/villagers/nitwit"
How to reproduce:
- Place 2 structure blocks on the ground
- In one, enter "minecraft:village/plains/villagers/nitwit"
- Load the structure, and examine the expected nitwit villager on top of a jigsaw block with a target pool of minecraft:empty, an attachment type of minecraft:bottom, that turns into minecraft:air
- In the other one, enter "minecraft:village/plains/villagers/unemployed"
- Load both structures
"Missing sound for event: minecraft:block.grindstone.use" while launching game
"Missing sound for event: minecraft:block.grindstone.use"while launching game
The summary shows the message shown while the game loads. When actually playing the game, the sound
plays normally, and no warning is printed in console.How to reproduce:
1. Boot up the game and look through the console/game log
The summary shows the message shown while the game loads. When actually playing the game, the sound doesn't play.
How to reproduce:
- Boot up the game and look through the console/game log
- Load a world and repair an item using a grindstone
The summary shows the
message shownwhile the game loads. When actually playing the game, the sound doesn't play.How to reproduce:
- Boot up the game and look through the console/game log
- Load a world and repair an item using a grindstone
The summary shows the warning printed in console while the game loads. When actually playing the game, the sound doesn't play.
How to reproduce:
- Boot up the game and look through the console/game log, and notice the game warning saying that minecraft:block.grindstone.use is missing
- Load a world and repair an item using a grindstone
The summary shows the warning printed in console while the game loads. When actually playing the game, the sound doesn't play.
How to reproduce:
- Boot up the game and look through the console/game log, and notice the game warning saying that minecraft:block.grindstone.use is missing
- Load a world and repair an item using a grindstone
This is especially problematic because there is a subtitle for this sound that is thus never displayed due to this sound not playing: "Grindstone used".
(Mark as fixed once taiga villages are introduced into snapshots.)
An unused loot table exists at "minecraft:chests/village/village_taiga_house"
How to reproduce:
- Open the chest that you /setblock with the following command:
/setblock ~ ~ ~ chest{LootTable:"chests/village/village_taiga_house"}(Mark as fixed once taiga villages are introduced into snapshots.)
An unused loot table exists at "minecraft:chests/village/village_taiga_house".
The loot table gives the player:
1-5 iron nuggets A fern with a weight of 2 A large fern with a weight of 2 1-7 potatoes with a weight of 10 1-4 bread with a weight of 10 1-5 pumpkin seeds with a weight of 5 Pumpkin pie 1-4 emeralds with a weight of 2 1-5 spruce saplings with a weight of 5 A spruce sign 1-5 spruce logs with a weight of 10
How to reproduce:
- Open the chest that you /setblock with the following command:
/setblock ~ ~ ~ chest{LootTable:"chests/village/village_taiga_house"}
Although there are no more
regularvillages in the world as of 18w50a,the player can still perform/locateVillage, which always fails.Although there are no more old villages in the world as of 18w50a, Village is still considered a valid parameter. Performing /locate Village always fails.
The plains village house structures have tall grass around them saved to the structure, because they are always assumed to be completely in plains
villages. However, sometimes, the structure spawns on the border of another biome that has surface blocks that tall grass can't grow on.Due to MC-140452, it might also possible for the aforementioned tall grass to spawn in the air.
How to reproduce:
Seed: 4983639407239914443 Coordinates: -452.71 80.05 -283.93
Summoning witch near a villager - Raid is going on at same time - Fatal Ticking Entity crash
Caused by
MC-140969.Do note that this does not occur with zombie villagers.
Z-fighting on invisible villager's clothes and end of sleeve, as well as bottom of main body and legs
In 18w50a, Villagers no longer have trades by default after specifying NBT data. This was not the case in prior snapshots, when villagers had the Profession tag.
How to reproduce:
- Summon a villager with VillagerData set to {{ {profession:"minecraft:toolsmith",level:5,type:"minecraft:taiga"}
}}. Seems like a useful villager, right?
- Right click on it, only to be dismayed that the high-ranking villager has absolutely nothing to trade.
In 18w50a, Villagers no longer have trades by default after specifying NBT data. This was not the case in prior snapshots, when villagers had the Profession tag.
How to reproduce:
- Summon a villager with VillagerData set to
{profession:"minecraft:toolsmith",level:5,type:"minecraft:taiga"}Seems like a useful villager, right?
- Right click on it, only to be dismayed that the high-ranking villager has absolutely nothing to trade.
In 18w50a, Villagers no longer have trades by default after specifying NBT data. This was not the case in prior snapshots, when villagers had the Profession tag.
How to reproduce:
- Summon a villager with VillagerData set to
{profession:"minecraft:toolsmith",level:5,type:"minecraft:taiga"}Seems like a useful villager, right?
- Right click on it, only to be dismayed that the high-ranking villager has absolutely nothing to trade.
In 18w50a, Villagers no longer have trades by default after specifying NBT data. This was not the case in prior snapshots, when villagers had the Profession tag.
How to reproduce:
- Summon a villager with VillagerData set to
{profession:"minecraft:toolsmith",level:5,type:"minecraft:taiga"}Seems like a useful villager, right?
→Right click on it, only to be dismayed that the high-ranking villager has absolutely nothing to trade.
See summary. Probably a result of copy-pasting the code from the zombie into the giant.
How to reproduce:
- Place a bucket of water on the ground
- In the center of the water pool, summon a giant with DrownedConversionTime set to 100
- Watch and wait.
According to the Minecraft Wiki, issues about the giant mob are not supported, but I've been told to take the wiki's opinion with a grain of salt.
Ocelots, the stray cat's spiritual predecessor, hunted down chickens when not tamed (and still do). However, this trait was not carried over to stray cats, who only scare away phantoms, another bird-like mob.
While ocelots also attacked baby turtles, I don't think cats attacking turtle is a good idea, especially if there are turtle eggs near the village the stray cat spawned in.
How to reproduce:
- Summon a chicken
- Summon a cat
- Observe
Llamas spitatpufferfish after getting hurt by themLlamas try to spit on pufferfish after getting hurt by them
Hover text is displayed when hovering over list of valid inputs in commands and entity name with advanced tooltips enabledWrong hover text is displayed when hovering over list of valid inputs in commands and entity name with advanced tooltips enabled
(I'm trying to make sure if this is WAI or not.)
See summary.
Affected mobs:
- Pufferfish hurt any mobs that go near them except the player
- Llamas attack players (after being hurt by them) and wolves (See also:
MC-109384)- Wolves, Polar Bears, and Iron Golems respond aggressively to (accidentally in the case of polar bears and golems) being spat on by llamas.
- Ocelots attack chickens
- Wolves attack sheep and rabbits
Some subtitles that involve parrots imitating mobs are identical, leading some deaf players to confuse some mobs with others, provided that they have a parrot with them.
Affected mobs:
Zombie and Husk: "Parrot groans" (might be WAI)
Zombie and Zombie Villager: "Parrot groans" (might be WAI)
Zombie and Polar Bear: "Parrot groans"
Skeleton and Wither Skeleton: "Parrot rattles" (might be WAI)
Skeleton and Stray: "Parrot rattles" (might be WAI)
Spider and Cave Spider: "Parrot hisses" (might be WAI)
Spider and Creeper: "Parrot hisses"
Spider and Silverfish: "Parrot hisses"
Slime and Magma Cube: "Parrot squishes" (might be Won't Fix, they don't spawn in the same biome)
Evokers and Illusioners: "Parrot murmurs" (Won't Fix, Illusioners don't spawn naturally)
The bug
In 18w50a, most projectiles that have a "2D" texture now have an Item tag, which chooses the specific item stack to render. However, this change was not applied to the ender dragon's fireballs. While one could argue that this is because Mojang did not change mob-exclusive fireballs, big fireballs fired from ghasts do have the Item tag.
What I expected to happen:
The Item tag would work on dragon fireballs
What actually happened:
The Item tag didn't affect the dragon fireball at all
How to reproduce:
- Summon a fireball with Item set to
{{{id:ender_pearl,Count:1b}}}
- Summon a dragon fireball with Item set to
{{{id:ender_pearl,Count:1b}}}
The bug
In 18w50a, most projectiles that have a "2D" texture now have an Item tag, which chooses the specific item stack to render. However, this change was not applied to the ender dragon's fireballs. While one could argue that this is because Mojang did not change mob-exclusive fireballs, big fireballs fired from ghasts do have the Item tag.
What I expected to happen:
The Item tag would work on dragon fireballs
What actually happened:
The Item tag didn't affect the dragon fireball at all
How to reproduce:
- Summon a fireball with Item set to "{id:ender_pearl,Count:1b}"
- Summon a dragon fireball with Item set to "{id:ender_pearl,Count:1b}"
Trident entities can have the "ShotFromCrossbow" and "PiercingLevel" tags/ "PiercingLevel" tagdoesn't affect thrown tridentsTrident entities can have the "ShotFromCrossbow" and "PiercingLevel" tags, but they don't affect them
Fire charges have a new texture in the 1.14 snapshots. However, the ender dragon fireball texture has not been changed accordingly, still using a modified version of the old texture.
How to reproduce:
- Summon a dragon fireball
- Obtain and look at a fire charge
Fixed version in attachments.
Your video "proof" looks like stop-motion animation. Anyone can just take multiple screenshots of their cat sitting down in different positions and stitch them together.
According to the snapshot 19w02a page on minecraft.net , campfires can be "lit and unlit". However, this is not the case, as campfires are lit in the inventory, and cannot be unlit when placed.
According to the snapshot 19w02a page on minecraft.net ( https://minecraft.net/en-us/article/minecraft-snapshot-19w02a ), campfires can be "lit and unlit". However, this is not the case, as campfires are lit in the inventory, and cannot be unlit when placed.
Discovered while testing
MC-14189.9Summary is self-explanatory.
How to reproduce:
- Place a campfire
- Put it out with a water bucket
- Stand on the unlit campfire
Discovered while testing
MC-141890.Summary is self-explanatory.
How to reproduce:
- Place a campfire
- Put it out with a water bucket
- Stand on the unlit campfire
Summary is self-explanatory. While originally thought to be caused by it not having a tag to determine whether it was lit or not, but it in fact does have a lit tag, suggesting it is caused by something else.
How to reproduce:
- Place a campfire.
- Put it out with a water bucket.
- Stand on the unlit campfire.
→You get damage but the campfire is unlit
Description in progress
Foxes will "eat" any item that they come near. This includes the likes of tools and weapons, which are definitely not edible.
How to reproduce:
- Obtain an item that isn't food
- Spawn a fox
- Throw the item at the fox
Foxeseat anything and everything, regardless of whether it is food or notFoxes put anything and everything in their mouth, regardless of whether it is food or not
Although wither roses can be lethal, bees
can be bred by themwithout any adverse side effects.How to reproduce:
- Get a wither rose
- Find 2 Bees
- Breed them
Although wither roses can be lethal, and bees seem to be actively trying to avoid the ones on the ground, bees don't mind being fed them from the player's hand, and even breed without any adverse side effects.
How to reproduce:
- Get a wither rose
- Find 2 Bees
- Breed them
Yellow01, only vindicators can break doors.
Yellow01: Not a feature request.
Yellow01, It doesn't need the debug stick. I included that into the reproduce steps, so you can rotate the head with the stick instead of replacing the head manually.
Yellow01 I did not insinuate that the Wiki is written entirely (or still) by Mojang employees, nor that what's written in there is always a fact - I've seen enough instances where the Wiki was wrong.
However, your argument is still invalid.
You haven't understood that by renaming this mob it takes on a different AI and is basically a different mob altogether, who just happens to look similarly, still.
Although one shouldn't compare Java MC with current Bedrock MC, in Bedrock you can simply exchange AI behaviour of any mob, at some point this should be also doable in MC Java.
And, analogue, what Mojang did here was to add specific behaviours or mechanisms into the game intentionally, which happen in Survival, not even by Creative means.
E.g. MC Java Survival: You can get a different skin by renaming a mob.
For example sheep ("jeb_") or rabbit ("Toast"), or upside down mobs ("Dinnerbone", "Grumm").
You can e.g. compare it also with Villagers who get turned into witches when lightning strikes them.
Or Villagers who can get turned into Villager Zombies if they get bitten.
Or pigs who can get turned into Pigmen when lightning strikes them.
They all become a different mob and even their Persistence tag can change (villager > witch).
Just because Johnny was originally a vindicator does not mean he still has to have its entire AI.
It was WaI the whole time that Johnny attacks the majority of mobs, with a few exceptions.
You can also change a mob's behaviour in Java MC via commands (e.g. set them in the same team, they won't attack), so, similarly, by renaming a vindicator into Johnny, it got a specific behaviour which Mojang implemented that way.
When mobs get attacked by another mob, they often retaliate as well, e.g. Endermen try to attack the Dragon in The End.
Skeletons shoot against each other if an arrow happens to hit them of their own kind.
Same goes for witches who also fight against each other, if one of their potions hit a witch instead of a player.
Whether it makes sense or not to use a smart tactic in raids to rename a vindicator into Johnny is up to Mojang as well, neither to you nor to me.
In any case one would have to have nametags in the first place, which are - in an abundance - not a beginner's item, aside from those few finds in a few loot chests.
Going by the "Shining" reference, it makes imo no sense to change Johnny's AI towards witches, just because vindicators and witches are together in a raid.
Then you would have to eliminate altogether that hostiles which get attacked by other hostiles would retaliate against hostiles generally, and this is nothing the community would love to have.
Why? Because there can be several witch spawns in a raid, which could attack each other, if one of their projectiles happens to hit another witch.
Just see Johnny not as a real vindicator anymore as soon as he was renamed.
Suggestion/compromise, although I'm personally not a fan of this solution:
If the spawned raid mobs are not in a team (compare via command means), this could be done, to avoid infighting, if this is what Mojang would prefer to see as WaI.
However, outside of raids" the Johnny-behaviour should remain the same, and same goes for "infighting" hostiles, whose projectiles unintentionally hits other hostiles.
Whether or not a Johnny-renamed previous raid-vindicator should still be in a raid-team or be considered a different mob, is of course completely up to Mojang.
Yellow01, most likely not. In the Minecon 2018 panel, it's shown the player found it while exploring the jungle, and it included a baby panda. Players will expect that also baby pandas are spawning with the adult ones.








































































This bug seems to have been fixed in snapshot 18w46a. It's status should be changed accordingly.
[Helper] Urielsalis when skeletons don't have a bow, they do melee attacks against the player, and even when they do hold a bow, they hold their arms "downwards" like a player when not attacking. Pillagers, on the other hand, seem to constantly be "targeting" villages, and even when they aren't attacking, they still "load" their crossbow. And as an added note, pillagers without their proper weapons don't attack at all (
MC-139433), unlike skeletons. What doesn't make sense is how pillagers can't hide crossbows in their sleeves, but vindicators and illusioners can seemingly smuggle similarly-sized weapons in their sleeves when not attacking.Oh, I didn't realize during my testing that the illager beast delivers HUGE knockback, i mistook it for the villager running away (either this, or I accidentally put a pillager nearby). Confirmed to not be fixed yet.
Not ALL Pandas are neutral; only the aggressive ones attack upon being hit. Thus, Pandas not being imitated might be WAI, as parrots also do not mimic passive mobs (i.e. Sheep, Cows, Pigs, etc.)
A fix is currently unnecessary. As of snapshot 18w46a, illager beasts don't spawn naturally.
As of 18w47a, Pillagers stick their arms out, even when wielding a bow (
MC-139703). However, they still don't use the weapon.I must have been mistaken about the baby zombie issue. Parrots mimic baby zombies like players would expect them to.
This issue seems to have been fixed in 18w47a. Its status should be changed accordingly. Added screenshot for proof of fix, using panda as an example.
oof. my bad.
Duplicate of
MC-139864Duplicate of
MC-138069.It seems that minecraft:event.raid.horn_distant successfully plays. There might be a typo in event.raid.horn_local's code.
Level 1, the same one I give myself every time.
If this is a "new design", then how come the tooltips don't show any black bordure at all?! (Added screenshot)
But he cares about running for his life from the illagers, just like every other villager. Why shouldn't he sweat?
The banner already had a 7th pattern before 18w47a
. Confirmed to have 8 patterns. Added screenshot of result of /data get
Just tested level one on a normal world. I could've sworn there was a much bigger raid when I first triggered a bad omen raid
Discovered
MC-140008while testing.By "negative levels" I meant levels over 128.
See minecraft.gamepedia.com/Status_effect#Behavior.
"Due to the way this amplifier is stored in NBT, amplifiers of 128 to 255 (levels 129 to 256) in NBT tags (e.g. on potions) are treated as if they were −128 to −1 (levels −127 to 0) respectively. The /effect command initially applies such amplifiers in their positive-valued sense but this is later converted to the negative-valued interpretation, leading to inconsistent results."
Relates to
MC-139050Just wondering, but does Bad Omen's level increase by 1 every time you kill an illager patrol leader? Because I can't figure it out myself due to the very low illager patrol spawn.
What does "Community Consensus" mean as a Confirmation Status?
For something like this, it's honestly hard to believe that it's not intended. I'd like proof that this isn't a mistake on the developers' part.
I'd also like to point out that Mojang never announced the changes to the Illager Banner. The closest I could find was on the "Minecraft Snapshot 18w47a" page on minecraft.net:
"Changed some block textures based on feedback."
WAI. Only leaders of illager patrols that spawn randomly in the world wear banners.
Illagers can't destroy doors at all, according to
MC-139836.They have already had sound effects at one point. Remember when the new resource pack was "released" on April 1st? With the resource pack active, fish sang. Thus, fish ambient sounds were added and then removed.
Actually, zombies and husks can potentially pick up (dropped) tridents, provided they spawn with the ability to pick up items.
Lol, I forgot to read in the comments that vindicators break doors on hard mode.
Iron golems (the beasts counterparts) don't drown. Why should the similarly-sized beast drown too? The beast itself has several signs of potentially being "artificial" like iron golems, like its 50% chance of having no knockback, its lead-like texture, and the metal-like stepping sounds it makes. I wouldn't exactly consider the beast an "animal" due to these traits.
Oh, and the beast can swim, which is why my instructions tell you to put a ceiling over the hole.
Oh, oops. In my mind, illager beasts aren't exactly "animals". Maybe they might be robots. Maybe they're a hostile species of animal. Maybe they're even an animal with armor forced onto it. But the point is, that they are portrayed as extremely heavy, but don't automatically sink in water.
Might be WAI. I guess I'll leave this issue here and see what Mojang/the moderators decide to do with it.
And then again, they don't use bows either. I see why this issue is marked as a "suggestion" now.
It was fixed in 18w47a with the fix of
MC-138797. It wasn't fixed in 18w46a.I know that the minecraft wiki is run by community members, I was just mentioning that the ender dragon not getting hurt by cacti contradicted that statement.
WAI? ...I guess pillagers are allergic to milk.
I seem to be getting similar results from doing the same thing with the new villages (New_Village). Description should be changed accordingly. This also means it affects 18w48a.
The iron pick shown in the screenshot wasn't enchanted.
Anvils (the opposite of grindstones when it comes to enchanting), on the other hand, don't let you get an output until you either edit the name or put an item that can be "merged" with the first item in the second slot.
While some people might argue that it is because grindstones don't require XP but anvils do, I have a feeling that eventually, someone will discover a very abusable duplication glitch revolving around this bug, provided it doesn't get fixed.
Dupe of
MC-140236Relates to
MC-140261I think this is WAI. Grindstones have a GUI that you can put items in, but go into the player's inventory after exiting the GUI, just like anvils, which also can't be pushed by pistons.
Crafting tables are technically full blocks.
Another argument would be that Anvils and Grindstones aren't solid blocks, and thus can't be pushed, although slabs can be pushed by pistons. However, there are other block entities that don't take up a full block space, such as hoppers, chests, and brewing stands. You obviously can't store items inside a slab.
I assumed the crafting table, anvil, and grindstone were all block entities due to having slots. My bad.
Description should be updated to point out the fact that this bug is fixed for Pillagers.
Dupe of
MC-139756I was in creative mode.
Oh, and if this bug is marked as WAI, I probably just don't know how berry bush growth works.
Those aren't new villages in the screenshots. Deserts haven't received new architecture yet.
Dupe of MC-81467.
I think I figured out how berry bushes work. You right click on them when they have visible berries on them to "pick" the berries.
Tested in survival mode, bone meal isn't used up.
That being said, I think what should happen in this situation is that nothing happen, as its kinda confusing.
Use /seed to get the seed, and press F3 to see the coordinates. If you're on a server, you might not have permission to use commands. If so, maybe you can ask the moderator?
Due to the fact that this is only possible via commands (and that this might have mapmaking potential), maybe it should be closed as Invalid/Won't Fix?
This is also a "feature request." You know what to do next, moderators.
Pretty sure you have to put air into the other armor slots to actually display the item, kinda like with HandItems.
Example:
/summon minecraft:armor_stand ~ ~ ~ {ArmorItems:[{Count:1,id:"stone"},{},{},{}]}Technically, this issue would be invalid.
100% sure this is a feature request.
I thought it was a feature request because it sounded like the reporter was complaining about how there seemed to be no difference between the biomes. My bad.
Also, what does "Plausible" mean as a confirmation status?
Wolves are neutral mobs. Endermen are also neutral mobs, and are imitated.
In short, WAI.
I think I recall using Bad Omen 10 as my first bad omen level. Mark as Cannot Reproduce, please.
Fixed in 18w49a. Status should be changed accordingly.
Just tested, summoned several more illagers that before and an Illager Beast. Either this, or i got lucky, as I was using command blocks to kill all slimes and the items they drop. Added screenshot.
How has this not been confirmed by anyone else yet? The parrots are congregating around the fish. That can't be intended!
Technically, they're not dogs. One being killed shows it's death message, confirming its name is Wolf.
"Dogs" are still neutral; if you attack them or their owner (unless the assailant is its owner) the dog attacks that player.
No. Affected versions added before they became unaccessible are put under "Archived versions" when editing affected versions.
I'll leave it up to the mods to decide if this is a dupe or invalid.
Me neither. Although it makes sense for their architecture to change between biomes (similar to villages), technically, this might be a feature request, which is what seems to happen to most "inconsistencies" reported.
Some of the turtles might have eggs, and are attempting to go to the block they spawn at so they can lay eggs. Turtle breeding works differently from most mobs, in that you have to enclose them in the area they spawned, rather than dragging them to your house.
Either that, or you are attempting to breed them with raw cod, which no longer works; you must feed them sea grass.
The photo provided supports the first argument; notice how 3 turtles are heading towards the same corner. They are attempting to go to the place they hatched to lay eggs, which is why they aren't breeding.
Evokers don't ever wield anything, so there is no point in it being able to "hold" items.
Please don't put more than one bug in the same bug report...
Its hard to comprehend what bugs this might be a duplicate of, due to the wording of the description. I guess I'll leave it to the Moderators. :/
WAI. Shulker Boxes drop upon being pushed by pistons. If it didn't drop, your game is probably suffering from lag.
WAI. For speed changes underwater, the player must apply Dolphin's Grace to themselves.
Dupe of MC-107856
Dupe of MC-140452
Dupe of
MC-137511People actually still use BUDs after the introduction of observers? O_o
That aside, trapdoors are transparent blocks, which might be why it doesn't work. I'm pretty sure that "strongly powered" blocks only transfer redstone power to dust and most redstone components, which I'm pretty sure does not include trapdoors. Besides, you can just use Observers.
This is probably WAI/Invalid.
MC-140823, seemingly a duplicate of this bug, has 18w49a as its affected version, suggesting this bug isn't fixed. Reopen, please.Dupe of
MC-124312Can confirm.
Probably intended behavior, as villages might start spawning in the jungle (where pandas spawn) in a later snapshot. Why wouldn't villagers (or any human being) get angry at you for hitting a panda?
Probably a server bug. Is it a vanilla minecraft server?
MC-140460says they can generate on paths. This bug report says that they can generate in paths. I'm pretty sure "in" and "on" are separate words.As it turns out, while testing this "bug," I found out that the villager generates the particles even if it has no AI!
MC-140838This.... isn't a duplicate.
I discovered it while gathering info on the panda and villager "bug".
This bug report simply states that the "bug" also occurs when the villager has no artificial intelligence, which probably isn't intended.
I'd like to comment that the changes to the report were made after my report on how this works even when the villager has NoAI set.
Is a villager's supernatural ability to detect hurt pandas from behind walls a "minor difference"?
MC-140839Dupe of
MC-138541Description should be updated to point out that the particles aren't just purely visual.
Indeed, the player's popularity is lowered when they attack a panda in a village.
Cannot reproduce. Do you have any datapacks installed?
I'm pretty sure datapacks from that site are for 1.13-1.13.2.
It's possible that they tamper with the "smelting" function in the snapshots.
In short, this is probably Invalid.
This also occurs when the panda is hurt via the thorns enchantment. (Screenshot added)
Dupe of
MC-138069.Are you close enough to the farm? Mobs despawn after going 128 blocks away from them.
That probably means the "cape" option in the skin customization menu is off.
Pause the game, click on options, click on Skin Customization, and the first selection will be "Cape: ON/OFF". Click on it to turn it on or off.
Relates to
MC-108159How exactly do you know the changes to the code in the minecraft snapshots?
Dupe of 139122
This occurs because only the minecraft:village/plains/villager actually has any villagers in it. The structure files were not updated for the snapshots, and thus, are converted to the plains villager by default.
Taiga villages are added in minecraft now. Mark as fixed.
When putting a diamond sword in the first slot, it temporarily wouldn't generate an output, though I assume that was lag.
Doesn't this involve the Debug Stick? If so, this is a Won't Fix.
Now that old villages no longer spawn naturally, this bug is blocked by
MC-140238Oddly enough, I got the exact same crash, but with a witch.
As of 18w50a, this is WAI; witches are now neutral mobs.
The player can only locate the new villages by using /locate New_Village. The old villages no longer spawn.
The reason this bug is "re-broken" is because old villages no longer spawn.
Isn't this a duplicate of
MC-140949, rather than vice versa?MC-140949was made earlier than this bug.This villager can also be summoned using:
/summon villager ~ ~ ~ {VillagerData:{profession:"minecraft:none",level:*doesn't matter which level*,type:"minecraft:none"}}Relates to
MC-140961, as it is another case where villagers have a chance to have a profession of "none".This villager can also be summoned using:
/summon villager ~ ~ ~ {VillagerData:{profession:"minecraft:none",level:*doesn't matter which level*,type:"minecraft:none"}}Relates to
MC-140938, as it is another case where villagers have a chance to have a profession of "none".Those aren't green-robed villagers. Those are villagers with their profession defined as minecraft:none.
Baby villagers growing up with no profession probably isn't intended. Additionally, they don't have a name defined (similarly to
MC-140938), further proving that they aren't intended to have no profession.This bug probably occurs because the baby villagers are trying to randomize the Profession tag, which no longer exists in favor of the VillagerData tag
Relates to
MC-140868Might be related to
MC-140868, as }}this villager is certainly "unemployed", and "{{minecraft:village/plains/villagers/unemployed.nbt" might refer to it.Can confirm that levels 4 and 5 aren't fully implemented... for most villagers, that is. Farmers seem to be functional at level 4, confirming this bug is invalid.
Well, if there are lighting issues with those shaders, contact the creator of those shaders, not Mojang staff.
Invalid.
So? You'd have to kill the witch in the process of ending the raid anyway, and besides, once
MC-139947is fixed, players would actually have an incentive to do so.Leftovers from copy-pasting from your desert shepherd bug report in this bug report.
Okay, I admit that I looked at the minecraft wiki (https://minecraft.gamepedia.com/18w50a#Mobs_2), will look into witches being neutral later today.
The problem is, old worlds will stop generating new "old" villages. So what's the point of being able to perform /locate Village in the first place if no new old Villages will spawn?
What changelog? If you're looking at the Minecraft Wiki, bear in mind that the "list of changes" is not from the official website, but rather from community research on the snapshot.
I looked at every changelog from 18w43a to 18w50a. None of them mention golems willing to protect pandas.
@Catazat has a point. In real life, it would be very hard to push your way through thorny bushes without getting hurt.
The logic is nearly non-existent in your comment, @Catazat. The report shows how the developers themselves put an incorrect block in the "turns into" field of the jigsaw block. What do players editing the jigsaw blocks have to do with this bug report?
The player currently has no incentive to kill witches in raids, meaning they can set up a very abusable emerald farm involving the raid mechanics. If at least one mob is remaining, more and more waves of illagers will attempt to raid the village.
Witches would be easier to use to set up said farm than other mobs, as they do nothing to prevent being trapped.
If giants are "unsupported," what's the point of giving it the zombie AI?
If giants are "unsupported," what's the point of giving them the zombie AI?
Intended for players to easily build upwards using scaffolding.
They are "disappearing" because they are in unloaded chunks. Nothing to with swimming or 3rd person view at all.
Dupe of
MC-140961Who confirmed this bug for illusioners? Because I didn't. I'm pretty sure illusioners strafe rather than charging forward like pillagers.
@Derek Ludwig there will be one more bugfix snapshot, Dinnerbone said so on his twitter.
Source: https://twitter.com/Dinnerbone/status/1072771173426057216
In that case, why not move the new village to Village and give the old villages an id of Legacy_Village? I have seen a few bug reports claiming that /locate Village no longer works, so that would make things simpler.
Also, I'm pretty sure I've heard some people say that Mojang "deleted" the original files for the village, so what's the point of being able to locate the old Village if it no longer exists?
Confirmed for 18w50a
Confirmed for 18w49b and 18w50a
Duplicate of
MC-140238This "duplicate" got reopened... was that intended?
Dupe of
MC-140969Feature request, barrels don't need or have an opening and closing animation.
They can't have one anyway due to being full blocks, unlike all chests and shulker boxes, which use entity models.
Relates to
MC-141082Yet another dupe of
MC-138541I think this is WAI. Presumably, for players who don't know how to use commands, they could search for an illager patrol leader and kill it, so that they could mess around with bad omen raids.
Confirmed for 18w49a and 18w50a
If parrots aren't supposed to imitate llamas (which are neutral mobs), then why do parrots imitate wolves and polar bears, mobs that are also neutral?
All other neutral mobs are imitated by parrots (barring utility mobs).
Also, parrots do try to imitate llamas, it's just that they make no unique sound when doing so.
Giants are not supported, and bug reports on them will either be marked as invalid or a duplicate of
MC-48071I looked at the .json file, and I think I figured out why this bug occurs: the tame_animal trigger doesn't have an entity type defined!
{{It doesn't have a type}}. The game checks the tag anyway, and if the mob cannot have the tag, the game activates the trigger, due to the situation being considered invalid. This applies for all requirements, which is why the player gets the advancement instantly when taming another mob, rather than just triggering one of the requirements. An example is the "textures/entity/cat/jellie.png" trigger:
should be (I'm not good with json):
Dupe of
MC-9553I think he means carpet.
If you've gotten the reference that llamas are passive mobs from the minecraft wiki, do remember that it is edited by community members. The Minecraft Wiki calls this mob a "Defensive" passive mob, which would explain the resolution.
Also, the official minecraft website actually states that llamas are Neutral mobs.
"Llamas come in four fetching colours, brown, grey, white and creamy. A neutral mob, they can be tamed just like horses and leashed together in chains to form caravans, which is far less grim and prison-chain-gangy than I've just made it sound. Honest! Llamas can even have little llama babies, as if they weren't insufferably cute enough already." - Tom Stone, "Meet The Llama!" https://minecraft.net/en-us/article/meet-llama
Dupe of
MC-125004Relates to
MC-140317MC-74186doesn't exactly describe this report. This report states that the wolves spawn angry and chase after rabbits/sheep/skeletons that never spawned in the first place.Reopen, please. Neko closed it due to his belief that parrots only mimic hostile mobs. I've argued that if that was true, parrots wouldn't be mimicking polar bears, wolves, endermen, zombie pigmen, spiders, cave spiders, and witches.
Feature request. We all know what happens to feature requests...
Hurting a silverfish (or endermite, as you insist on calling them) makes nearby monster eggs turn into silverfish.
Dupe of
MC-138541Dupe of
MC-140961Added video proof. Parrots seem to be attracted to llamas, leading me to believe that they are trying to imitate them.
Interestingly, parrots imitate elder guardians correctly. Add that to the description, please.
Relates to
MC-141222andMC-141221Mark as invalid. As it turns out, the subtitle for subtitles.entity.guardian.ambient_land is "Guardian flaps", which would explain the subtitle. It just confused me, as "flap" can also involve wings.
In that case, why not just change the subtitles? Because currently, deaf people that are in a world with a parrot cannot tell the difference between a parrot imitating a spider or creeper.
I can, however, happily make a resource pack that changes the parrot imitate subtitles, so I'll leave this issue where it is.
They don't follow sheep, cows, chickens, etc.
Did any Mojang staff say that parrots following mobs they shouldn't be imitating is WAI?
It is supposed to be [<hideParticles>], not [<hideParticals>]
No, it's not a duplicate. This report states that the output (the item you get from successfully using the loom) isn't changed.MC-137532states that the preview isn't changedI'm dumb, this bug is described in the description of
MC-137532Clones
MC-80If the wither is disappearing, that would mean you are in peaceful mode.
Do you think you can paste your crash report into a code bracket, or at least attach the report itself? You can make a code bracket by typing in "{", then "code", then "}".
WAI. Slimes do and have been spawning everywhere since superflat's introduction.
If the villagers are huddled in their houses, that would mean its nighttime. If by "baby mode" you mean baby villagers, currently, due to
MC-140961, they can't trade when they grow up.This occurs because the structure files somehow loaded twice in a row. I don't really know java very well, so that's as good of an explanation as I can give.I figured out what the .mca files are: structure "regions". It reloaded the structure on top of an already-loaded structure. Invalid.
This seems like intended behavior. All the villagers are just hiding in the nearest house.
I'm not sure copying chunk files from one world to another is supported...
Do you think you can attach the crash report?
You're using a resource pack, and there is a mistake in the custom "carrot on a stick" model.
Are you using the new texture pack, or any texture pack, for that matter?This is occurring because of your resource pack; it seems like you decompiled the latest snapshot and took the "assets" folder and put it in a resource pack, as in one screenshot, cacti are shown using the new texture.
Can you give us the seed and coordinates so we can try to reproduce this bug?
Is
MC-140922supposed to be related? It's a duplicate of MC-91283, which also relates to this bug.Do you think you can provide video proof/footage?
Debug sticks are not supported, and bugs involving them will be marked as Won't Fix/Invalid.
No, Doubletoad74.
MC-132135is "Bad performance in 1.13.x". 18w50a is a 1.14 snapshot, not a 1.13 version.Do inconsistencies not count as feature requests? Besides, can't Mojang just release a statement saying to ignore the bottom message when removing a server from the server list?
Yes, they're in the water. If you look closely at the provided screenshot, the water is over the sides of the sponge platform.
This issue is invalid.
Well? Is this not a duplicate of
MC-122323?Oh, and by the way, you yourself commented on the issue: "Debug stick bugs won’t get fixed, as it’s not supported."
WAI. The player takes knockback when taking damage, which includes some vertical movement
You are in creative mode. In creative mode, you can enchant any item with any enchantment using an anvil. This is intended.
Reports are only accepted in english, and you shouldn't report mod bugs on a website for reporting vanilla minecraft bugs.
Dana Babaei, the screenshot shows your sponge "layer" on the surface of the water.
Wither skulls are 3D models, obviously in the shape of skulls. While it would be nice to be able to modify them, I'd save that for the minecraft suggestions subreddit or minecraft feedback site.
By "2D" I meant a single texture that always faces the camera. Just pointing that out!
Testing discovered
MC-141354.Are you shift-clicking the item out of the anvil? Then it's a duplicate of some bug, I just can't find it.
@MukiTanuki the "different type of model" is an entity model; thrown tridents are entities. That would be kind of the same as reporting that arrows are unaffected by the fix of this bug, but I'd report the trident one, just to be safe.
Confirmed for 18w50a
This seems intended. It looks kinda like a "fighting stance" I guess?
@Nate Watson It's very possible that you are clicking on peaceful in the menu without getting out of the menu. The changes aren't applied until you exit the menu.
Dupe of
MC-140986Dupe of
MC-140961Can confirm, caused by missing translation strings in en_us.json
Mark as WAI per
MC-141071This report has already gone to the "Assignee" phase. Mojang will probably decide whether this is intended or not.
As for the logic, would punching a panda be a "serious endangerment for the health of villagers"? Because iron golems respond to mobs attacking villagers. The player punching a panda provides no harm to the villagers. While the villagers might be angry, they probably wouldn't take that as a law infringement!
I always thought equipment drops were only obtained from player intervention (i.e. players killing the mob, tamed wolf killing the mob...)You don't have a drop chance set for each item.
Reports are only accepted in english, sorry!
Reports are only accepted in english, sorry!
They aren't attacking you; they are naturally defending themselves from any mob that goes near them. Oh, and you're supposed to have friendlyFire set to true to prevent teammates from dealing damage to you.
Intended, the bat was moving onto the block that you were trying to place the block on.
I can't figure out what bug this is a duplicate of... searching "mob pathfinding" doesn't give me the reports I'm looking for.