mojira.dev

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Assigned

No issues.

Reported

MC-251455 Placing Jigsaw Block crashes game Duplicate MC-239826 Rivers generate in oceans Duplicate MC-223687 Entities cast double shadow over two layers of glass Confirmed

Comments

Oh! I should have checked the version in that report. I saw that it was resolved, so presumed that the issue had regressed somehow since I was still seeing it. Didn't even consider that I wasn't seeing the fix yet, my bad.

It appears that there's some confusion here. This bug report is not about making Copper or Amethyst Blocks make any new sounds on a Note Block, merely making them play the appropriate sounds for their material type. Amethyst Block has a stone material type, so it should play the bass drum sound like the rest of the stony blocks (Copper Block is actually fine–it has a metal material type), but it defies expectations with a harp. It does not duplicate MC-204602, since that is asking for Note Blocks on a Amethyst Block to use the new Amethyst sounds (with no mention of Copper), while this is reporting that the new blocks (which happen to be Amethyst and also Copper Blocks) do not use the correct material sound. Again, this is only partially true since Copper Blocks don't have a stony type.

This continues to happen in 21w42a.

In regard to mushroom islands (i.e. insignificant for land connections), it also appears that grass blocks will take place of mycelium where the ocean biome intercepts the above-water portions of the island. This may be a discrepancy between the island carver and the biome generator. Albeit at least related, this may require a separate ticket. Both of these occurrences happen in 1.17 and the 1.18 snapshots. This was also reported for iOS at MCPE-74983.

As an aside, another report MC-232115 claims that this occurs more frequently in the 1.18 experimental previews, though I have no way to confirm this as it is unsupported.

This last part is really just the mechanism for MC-93271

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Yeah, they definitely seem related—perhaps both issues are caused by the same thing, but each symptom should be reported separately (misplaced shadow + doubled shadow).
Regardless, I'm inclined to think they are caused by different things, since 21024 has been around since forever, and this one can be seen to be only occur from the 7th snapshot for 1.14 onward.

Can confirm in21w15a. Not very contributive, but a related note is how the shadow still splits (screenshot taken in 1.16.5),

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Related to MC-221725

I think the issue is more noticeable here with the goat rather than the cow since the idea with the goat is that part of the leg is hidden by the fur. This is portrayed with two ideas that exacerbate the issue (which ends up looking somewhat unnerving): (1) the hinge point is set to near (but not on) where the leg would start under the fur, so the swing ends up in a larger arc and (2) the general length of how long the leg would be is shorter than how a cow's is, so the swing itself is longer to make the same ground for any movement.

These two effects expose more of  the underlying model during movement than it does for other animals. In short, the best way deal with it would be to extend the leg up past the knee.  I'm also realizing I spent way too long looking into this.

Confirmed for 21w15a

As far I know, this is intended behavior (officially works as intended / won't fix); it has always done this.

Maybe MC-222909MC-222107, probably related to MC-221867

 (can also confirm in 21w14a)

I can reproduce in 21w14a, though seemingly at random. When it happens, the chunks about (though not always centered) around where I teleported (all in about a 2-3 chunk circular radius) only generate if I relog or if they leave my render distance and then re-enter (but not if I force reload with F3+A). Interestingly, more chunks will appear to unrender based on location, relative to how close from that area I am. For example, no chunks will render if inside that circle, while a little further away only the ones opposite me from the circle will unrender, and, far enough away, only that circle remains unrendered (

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)

Still affected in 21w14a, though any mineshaft (regular or badlands variant, regardless of y-level) appears to have this reduced torch count (maybe 1 torch per mineshaft). Perhaps the thought was that the lichen that now grows underground replaced them, and torches weren't needed on the badlands surface anyway.

Regardless, seems to be related to MC-216432, where the phantom lights on the client side seem to be where the torches used to spawn, and the sever no longer generates them in the mineshaft.