Confirmed in 21w42a
Confirmed in 1.17.1 Release Candidate 1
Still happens in both 1.16.5 and 21w14a, although it seems to only happen when there's either no open beds or they simply can't pathfind to one. The 1.16.5 screenshots I've posted show a villager refusing to go past the doorway despite tracking the unoccupied beds inside, the 21w14a screenshot shows the much more common attempt to use an occupied bed with none immediately available.
Something to note is that the villagers seem to be making repeated attempts to pathfind to/use the bed, and seem to only very occasionally (and seemingly at random) give up and wander the village in search for another (which is what I assume the intended behavior is, but it's just not happening consistently whatsoever).
Still present in 21w14a.
I'd also be willing to take over as reporter.
First off, keep in mind that explosion power and blast resistance are not 1 to 1. It seems a little unintuitive on the surface, but that's just how it is.
Second, the video you attached shows the first fireball hitting the concrete before the netherrack behind it, followed by the second fireball barely hitting the ground before the wall, both of which don't really add anything to the report... A fireball's hitbox is the size of a block, meaning that (assuming you were aiming at the netherrack) you'd need to be pixel-perfect to make that first shot you showed, while the second shot is an edge-case that you hit based on your downwards angled pitch. Either way, they both still break when hit by fireballs so...
Still occurs in 20w08a.
Possibly related to https://bugs.mojang.com/browse/MC-171830 and https://bugs.mojang.com/browse/MC-172279
The description and summary should probably be updated to something like "Looting gets applied to other weapons on kill". Infinite looting isn't really the problem now that mending exists, it's more so that it can be applied to any player kill method so long as a looting sword is in their main hand on kill (so that includes bows, etc. in a player's off hand).
I've also had this happen with blast furnaces, smokers, and brewing stands placed before updating to 19w11a (and 11b), but not normal furnaces or chests, so it definitely seems to be related to them now being villager work sites.
I'd also like to point out the difference here being that cave ambiance doesn't play at all, where as in MC-91308, cave ambiance plays away from the player.
Confirmed for 18w47a.
I can confirm that cave ambiance doesn't play in 18w46a.
I used the same test I used for MC-91803 and never got any sounds after over 30min of testing (I can also say that cave ambiance normally plays every 10min on average in previous versions).
I'd like to point out that this is technically no longer the same bug due to cave ambiance not playing at all (where before it only played away from the player).
I did my test again, and it turns out that cave ambiance just doesn't play at all in 18w46a. Probably has to do with the new light engine changes, but that's just a guess.
Still occurs in 18w46a.
I'd like to restate my claim that this was falsely marked as WAI due to the reasoning I stated previously.
The bug should be renamed to "Shipwrecks only spawn with bottom slabs" and the description should be updated accordingly.
Would a mod please reopen this and update it.
I feel like this was marked as WAI because of the way the description and summary are worded. There's nothing inherently wrong with the model, it's just that the structure file doesn't differentiate between top and bottom slabs.
So this IS a bug, but should be changed to "Shipwrecks only spawn with bottom slabs" if it's reopened (which it should be since shipwrecks are clearly suppose to generate as they do in Bedrock Edition).
Confirmed for 18w11a, although the description on how to reproduce needs some slight updating, so here:
Create a Superflat world with the following preset to only allow spiders to spawn
minecraft:stone,minecraft:air,minecraft:glass;1;
Set the time to night
Use the following command to get to a nearby skeleton spawned as a spider jockey
/tp @p @e[type=skeleton,limit=1]
If that command fails, use the following command to let new mobs spawn, then try the above command again
/kill @e[type=!player]
→ You will see that the skeleton is not riding a spider
Confirmed for Minecraft 1.12
So, the wiki says that the end poem/credits should play every time you enter the portal in the end. I went into the portal once, everything started to play but I skipped most of it since I had placed a nether portal nearby with /setblock and it was making sounds over the credits. Afterwards, I went back and removed the nether portal so I could actually enjoy the ending, but nothing played and I was simply put back at spawn.
So either the wiki is inaccurate now, or this is still slightly broken since the end poem/credits don't play after the first time going through them. (This is 1.12 btw)
Yeah, I'd have to agree that this is more of a "Won't Fix" rather than "Works as Intended".
Alright, in what way is this intended behavior? There's literally no way concrete is intended to be more susceptible to explosions than wood.