mojira.dev

Agnes Larsson

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Assigned

MC-223836 Moss no longer replaces sand or gravel Works As Intended MC-223829 Azalea/flowering azalea don't create hanging roots under rooted dirt when it create azalea tree Works As Intended MC-221819 Inconsistency: Enderman is able to pick up flowering azalea leaves, while unable to hold other types of leaves Fixed MC-219973 Hanging Roots takes about a second to be mined Fixed MC-219851 Applying bone meal to a waterlogged big dripleaf stem creates more waterlogged big dripleaf stems Fixed MC-218628 Glow berry can generate inside geodes in the lush cave biome Works As Intended MC-214586 Rooted Dirt has no assigned tool Fixed MC-214347 Copper blocks still named inconsistently Works As Intended MC-213998 root_vines_head is unused in-game files Fixed MC-213927 Using bone meal on a sapling that is on a moss block consumes bone meal, but doesn't grow into a tree Fixed MC-213877 Cannot turn Rooted Dirt into a Dirt Path Fixed MC-213845 Big dripleaf plants cannot be placed on top of each other Fixed MC-213812 Moss carpet and moss block are non-flammable Works As Intended MC-213271 Parity issue: Copper blocks cannot be waxed by either using honeycomb items on them or using dispensers with honeycombs. Fixed MC-213269 Waxed Copper Block cannot be crafted back into ingots Fixed MC-204446 Inconsistency: The lighting on the lightning rod is inconsistent with everything else (no shade) Fixed MC-204301 Lightning rods don't strongly power the blocks they are attached onto Fixed MC-203813 Copper blocks are named inconsistently Fixed MC-203620 Lightning rods don't output a redstone signal when struck by a lightning from a channeling trident Cannot Reproduce MC-203594 Inconsistent spelling with copper blocks Fixed

Reported

No issues.

Comments

Hi! We decided to not use the black color for tropical fish since in many cases that makes they eyes "disappear". 

Hi,

We fixed this (partly) in 1.14.4. The cured villager will never forget, however it will not transfer the ever lasting good memory of you to other villagers because that would be OP. We added a short term good memory as well though to curing villagers, so in the beginning after you cured a villager they will also transfer happy memories to other villagers. 

The structures you mentioned can actually spawn, but they are very rare. I have made them a bit more common now (but they are still rare). 

 

Thanks for reporting! 🙂 

Hi! Thanks for reporting this! The structures will actually spawn, but some are very rare. Big village structures are extra rare due to how the generation works. I have tweaked the weights for these structures so they should at least spawn a bit more often now.

 

The plains well bottom is an actual bug, there is another ticket for that so I will still close this ticket as "Cannot reproduce". 

Hi! Thanks for reporting this! Sometimes villager jigsaw blocks will not generate villagers due to how the village generation algorithm works. To compromise for this we have made sure to spawn 2 - 3 villagers per town center, to ensure we don't get empty villages. 

All villagers will not have all trades. So you need to have multiple masons in order to have access to all mason trades.

This is because the jigsaw blocks pointing to the open area are for adding buildings, and the buildings need space. 

This is intended. This for example gives the possibility to have two market places in one village. Thanks for reporting though! 🙂

I will close this as fixed since with the new trading system the villagers will restock.

We have added a new ambient sound for stray cats and also a beg-for-food sound that is also only for stray cats. 

All villagers spawn without a profession, then they pick profession based on available job site blocks. 

Villages are allowed to extend to other biomes 🙂 

This is because you need to 'use' the pickle/egg on the pickles/eggs. Similar to when placing a flower in a flower pot. 

The fishes shouldn't do this as much as before now.

Changed to slowness IV instead to balance it. The short duration is also meant to balance it. 

Hi! Can anyone still reproduce this issue?

Ok thank you Diane!

 

If anyone get this issue again, please let me know how you managed to reproduce it. Thanks!

Ok, thanks! 

I have issues reproducing this in 20a. But you all can reproduce the issue in 20a in the same way as in 19b?

If you 'fix' it by starting a single player world and then go back to multiplayer, is it fixed forever then or do you get the issue again after awhile? 

Non-chicken jockey zombies will never start to ride chickens when converting to drowned. Baby drowned can still ride chickens though when spawning, and then they are not invincible anymore.