mojira.dev

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Reported

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MC-300512 So if a skeleton is damaged it holds its bow in a weird position, in which it charges the bow downwards. Duplicate MC-298374 Hoppers are not considered "full blocks" for the purpose of skipping item entity checks in hoppers directly below Awaiting Response MC-238403 Very Few Mobs Spawn in Caves Cannot Reproduce MCPE-108904 When under water in creating mode it take 10 seconds to break a block Incomplete BDS-5448 Minecraft skin won’t show up Invalid MC-181009 Being hit by creeper explosion makes your sword or the first item in your hotbar disappear until you use it again. Awaiting Response MC-180367 Falling short distance on Strider Burns Player Cannot Reproduce MC-179248 No item pickup animation Duplicate MC-179067 Basalt Delta Sharp Cutoff between Old biomes and some new Awaiting Response MC-160728 extreme visual behavior Ghast fireball (multiplayer) (video) Awaiting Response

Comments

I experimented more with the bug and it turns out that it randomly happens with skeletons, and it occurs in all biomes (I believe the skeletons must spawn naturally in order to recreate this bug).

Would it be possible to instead re-roll the random angle if it’s one of the 8 that cause this issue? That would fix this problem without fixing the float alignment “feature” and make both parties happy.

NOT resolved. Still too few mobs in caves because of new light spawning rules + naturally generated light sources (glow lichen, lava) removing most of the spawning spaces especially in smaller caves.

Not cutting into powder snow is intentional according to devs' Twitter. Not sure about the rest.

Can confirm 19w35a. It happens literally every single time. The boat disappears too and I have to log off and log back into my server to fix it.

What is "the legacy skin server"? and why would it be retired?

Confirmed. Same error here.

Hoppers that are deactivated by a redstone charge also bounce items around.

Is indeed duplicate, sorry. Must've missed it.

The unhittable thing wasn't mentioned in the other reports though. I hope it's fixed as well 🙂

There are separate textures for cocoa beans normally and those being hit, so I'd say it's intentional.

In his video the piston pushing items up is triggered before the item is completely on the pressure plate. Is it possible your version simply does not trigger fast enough?

Gravel areas are actually a common feature in the nether, are you sure there wasn't any soulsand elsewhere?

I've noticed this issue while testing out the PRE, I have not yet come across it on 1.4.2 but haven't tried either. As SniperPwner has experienced the issue on the most recent version ❓ , but I don't think he describes it very clearly, I'll add my description.

I'm using "teleport pads": a block with a pressure plate, that powers a command block with a say command (say Teleported to Old Newbridge: @a[ <coordinates of pressure pad>,r=2 ]) first, and then another command block with the actual teleport command. (tp @a[ <coordinates of pressure pad>,r=2 ] <coordinates of destination> )
I'm using @a and not @p because should 2 players get on the pad, I want both of them to be teleported, despite only having one redstone pulse.

When alone and testing these, everything works as expected.

When testing with a friend, we noticed the following:

  • I use the teleport pad, get teleported as expected. Message: "Teleported to Old Newbridge: Thoronwen"

  • A few seconds later, my friend also uses the teleport pad. Now, both of us get teleported to the destination, despite me not being within @a[ <coordinates of pressure pad>,r=2 ]. Message: "Teleported to Old Newbridge: ElanFromRSR and Thoronwen"

I'm not sure if it matters, but the destination was far (-250,100ish to 10000,-10000ish) from the teleport pad: the chunks would not have been loaded.

My guess is that the coordinates of the player that was teleported first somehow "linger" in the @a[ <coordinates of pressure pad>,r=2 ] area, even though the player has teleported out.
As the message is also affected, this would be a problem with @a, not with the tp command.

EDIT: Oh, and as the second player was in the area when the pad was used the first time, it would not have been stuck in the powered position (and if it was it wouldn't have triggered a second time)

Sounds like the shift key may be stuck.

Ah! That explains why my custom-mob-spawner-spawned-zombies drop broken swords and completely ignore the damage value :$

Perhaps a better behaviour would be to only select a random durability if the damage value is undefined?
(Similarly, perhaps the villager profession from custom mob spawners could also be random if undefined) puppy eyes