mojira.dev

EchoBlade

Assigned

No issues.

Reported

MC-250026 Scaffolding distance updates are inconsistent Confirmed WEB-5639 Cannot unsubscribe from issue tracker emails Awaiting Response MC-241951 Player momentum on X and Z axis are cancelled separately at low values Fixed MC-123968 Unable to interact with game when typing tilde (~) into chat or command blocks (caused by Discord overlay) Invalid MC-123231 Elytra Momentum Lost when Teleporting Duplicate MC-122261 Can create jack o' lanterns with uncarved pumpkins, and not carved pumpkins Duplicate MC-121965 Resource pack not working Invalid MC-121689 Tab completion on /fill, setblock, etc doesn't put the coords of the block you're looking at Duplicate MC-121650 Tab auto-completion is case-sensitive Fixed MC-121648 "Difficulty" in settings is untranslated and lowercase Fixed MC-121384 When using cinematic mode, camera is super sensitive Duplicate MC-121307 Minecraft 17w43a crash Incomplete MC-113329 /effect @p saturation command displays incorrect message Won't Fix MC-112194 /effect @p saturation output message is incorrect Duplicate MC-110652 Customized worlds also generate forests Duplicate MC-110420 Custom sounds.json not working Invalid MC-109757 Custom mojang logo not working Duplicate MC-109458 Fishing hook entity's name is "unknown" Duplicate MC-109455 Bobber remains after relogging Awaiting Response MC-108087 Elytra fails during flight Invalid

Comments

Confirmed in 1.19. This has been bugging me for YEARS, I've been trying to create a Team Fortress 2 resource pack but I can't replace many of the sounds I want because they just sound awful with the random pitch changes. Please fix this!

Can confirm pressing the slash key sometimes writes two slashes to the chat. Using Garuda Linux, an Arch-based distro.

Definitely relates to MC-184530, but there are some key differences.  This issue completely erases the player's momentum on one axis when that component of the motion vector is small, and only when the player isn't pressing the movement keys. MC-184530 slightly deflects the motion vector towards the closest axis, and while the movement keys are pressed.

Can confirm in 1.18.2 and 22w13a.

Confirmed in 1.18.1 and 1.18.2-pre3. If editing NBT tags during the lifetime of an entity is not supported, then the /data ... entity command should not exist. If editing these specific NBT tags is not supported, the command should give an error and refuse to modify them.

I apologize for the edit spam, the formatting keeps getting messed up by all the brackets.

Can confirm in 1.18.1 and 1.18.2-pre3. This seems to be a larger issue with the /data command, I cannot remove data tags or replace them at all, and sometimes it copies tags or changes unrelated tags in unexpected ways. I suggest renaming the ticket to "/data command does not behave properly when modifying or removing tags".

I summoned a villager using the command /summon villager ~ ~ ~ {Inventory:[{id:"minecraft:potato",Count:7b}],NoAI:1}, and tried modifying its entity data using several commands. After each one, I checked its data using the command /data get entity @e[type=villager,limit=1,sort=nearest] Inventory. Here are my results:

Replacing the Inventory array with an empty array: /data modify entity @e[type=villager,limit=1,sort=nearest] Inventory set value [] (Villager has the following entity data: [{id:"minecraft:potato",Count:7b}], No change)

Removing the first item in the Inventory array: /data remove entity @e[type=villager,limit=1,sort=nearest] Inventory[0] (Villager has the following entity data: [{id:"minecraft:potato",Count:7b}], No change)

Removing the Inventory tag: /data remove entity @e[type=villager,limit=1,sort=nearest] Inventory (Villager has the following entity data: [{id:"minecraft:potato",Count:7b}], No change)

Replacing the id of the item with wheat seeds: /data modify entity @e[type=villager,limit=1,sort=nearest] Inventory[0].id set value "minecraft:wheat_seeds" (Villager has the following entity data: [{id:"minecraft:potato",Count:7b},{id:"minecraft:wheat_seeds",Count:7b}]), Somehow duplicated the first array item with a changed id instead)

Changing the Count of the first item to 1b: /data modify entity @e[type=villager,limit=1,sort=nearest] Inventory[0].Count set value 1b (Villager has the following entity data: [{id:"minecraft:potato",Count:8b},{id:"minecraft:wheat_seeds",Count:14b}]), Somehow the Count of both array items changed by random amounts)

Also disagree with resolution. This mountain cave looks like a giant parkour course inside, floating and isolated snow blocks EVERYWHERE. And all the cave entrances are either completely covered in snow or covered with just enough to make it a chore to get through them. Aren't cave entrances supposed to be... entrances? I'm pretty sure if cave entrances in the plains biome were blocked by a thin layer of grass, that would be considered a bug. Why is this not? It's also worth noting that grass blocks are able to spawn inside caves, but AREN'T found floating in midair inside them. Surely the same would apply to snow blocks. This hardly seems intentional, this looks like an oversight at best or laziness at worst.

Confirmed in 1.17.1 and 1.18-pre5.

Is this in singleplayer or on a server? Servers can limit the render distance, and it won't appear to increase even if you set your render distance higher.

Confirmed in 1.18-pre4.

Confirmed in 21w43a, on Linux with dual monitors. Hoping this gets fixed when 1.18 releases.

Confirmed in 1.17.1. This bug also occurs with waterlogged non-full blocks, but it only happens consistently with large amounts of TNT. I've attached a video demonstrating this.

EDIT: The bug I encountered with waterlogged blocks is likely a different issue, I can only reproduce it with dispensed TNT.

Confirmed on 1.16.4. I've encountered this issue through several versions, and it's super annoying. Almost makes me not want to bring cats with me.

Confirmed for 1.16.1. This bug is extremely annoying! Why would defining a volume with size 0 define a volume with size 1?

Pretty sure this is intended behavior, it's worked like this for a very long time. Useful for making one-way redstone lines with no repeater delay.

It seems to make sense to me, leaf blocks are solid and so they need to be broken if an illager beast needs to travel through the jungle. However, most of the blocks you listed are non-solid, so the beast shouldn't need to destroy them to get past (although you could argue that the beast's large size would trample and destroy small vegetation).

Pretty sure this is intentional, it's a breed of cat with those smushed-in looking faces.

I just tested this out in the latest snapshot and it appears to be fixed, probably due to MC-122118 being fixed. This ticket can be closed.

Confirmed for 17w50a.