mojira.dev

GriffonPrime

Assigned

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Reported

MC-202718 Soul Speed Boots lose durability and eventually break when riding minecart over Soul Soil. Duplicate MC-196298 Arrows fired into the side of bamboo or pointed dripstone never despawn Fixed MC-163443 Shift-click + jump on Scaffolding causes bouncing Duplicate MC-153329 Leashing an iron golem breaks its pathfinding until reloading the world Fixed MC-152207 Almost no naturally generating soul sand in nether wastes; changed soul sand generation after 1.13.2 Works As Intended MC-151157 Furnace creates client side light that doesn't update when it goes out Cannot Reproduce MC-97228 Horses take damage from being ridden and possible death Duplicate

Comments

I am in 1.19.1. Should I report a new bug or report here? I have an allay getting stuck near the ceiling, touching a glass pane.

F3+B shows the allay looking at a cactus but it won't travel towards it. Not the first time it has been stuck here. I can dislodge by attaching a lead and "pulling" it free. Then it goes back to normal.

I experienced this in 1.17 tonight.

1) infected 8 villagers then cured them for 1 level of discounts. Rates lowered as expected.

2) reinfected 7 villagers, then pot/gappled all but 1: I was out of gapples.

3) before all of these 7 had cured (I am unsure timing, or how many might have cured before), I left and traveled to the nether to search for more gold.

4) I returned via a different portal in the overworld (2000m away) and elytra'd back. I did hear 1 cure sound as I came back into the room, but didn't see who. All were cured when I walked over, except the one where I had run out before I could.

5) 4 of the 7 have the same level 1 discounts afer being cured the 2nd time. 2 have level 2nd of discounts. As for the last untreated one, I pot/gappled at this point and one cured they look as if they had been through 2 rounds of the process.

I both left the dimension for well over 30 minutes, and returned to the overworld many chunks away from their location, before traveling back, so both of those conditions would have been in effect during the curing time. I assume chunk unloading, as stated by the OP could be the cause.

I read the conditions for MC-198493 but the conditions here are a better reflection of what I experienced.

Attached two screenshots to illustrate: both of these farmers have been through the 2 rounds of infection/cure and were part of the issue above. One's rates looks like they've only been through 1 round. The other looks like 2 rounds.

This one, and:

MC-118416

MC-172271

Interestingly the 118416 bug says "Fixed".

Since the mushroom isn't required to make the actual bowl I suggest that the json is wrong and this is a bug. You craft a bowl using 3 wood planks.  Mushrooms have nothing to do with the crafting of it.

You need a bowl to make beetroot stew which doesn't use a mushroom at all.  You can also use a bowl on a mooshroom cow to get mushroom stew, and you can burn bowls as fuel. They are indepedent items from mushrooms and therefore should not be waiting until you get a mushroom to open the recipe. There are 3 bugs filed with this as an issue so I'm guessing the community thinks it's a bug.

 

OK, I've done some testing, including a large timeframe where I couldn't reproduce the error and tried to figure out why.

I tried: pillagers, skeletons, and myself (with Infinity), and I tried firing at bamboo, fences, iron bars, chains, and glass panes (all 1w x 2h).  I was not able to reproduce arrow persisting in any other material than bamboo. Both skeletons and pillagers reproduce the problem.

Noticed that the arrows persisting in the bamboo were not actually "in" the bamboo, but near it, inside their hitbox but not "stuck into the bamboo" itself.

Bamboo has a hitbox that is 2 times as wide as the stalk itself (maybe due to the head of the bamboo being wider?). The other items hitboxes are the size of the item, except chains which are 50% larger.

During the period of time I couldn't reproduce, I was only allowing a few arrows to fire, and those were stuck firmly into the bamboo. They would despawn as normal. It's only these arrows sticking into this "in between" space that remain.

I was able to duplicate this firing an arrow myself using an Infinity bow. I fired many arrows into the hitbox of the bamboo, but not directly at the bamboo. In Creative, you are able to pick up your own arrows, even if fired by the Infnity bow. I am able to pick up all arrows but one that now persists, and it is next to the bamboo:

 

[media]

 

As they say in the movies.... "not so fast!"

Booted a single player world, no mods. Set up a test environ in creative, switched to survival and let it run. Arrows are persisting still after several day/night cycles and after logout/login.

To reproduce: spawned pillagers, and put them into boats. Grew a field of bamboo in between us. Turned on survival and let them fire at me.  Waited a little bit to build up some arrows, then killed the pillagers and waited for the arrows to naturally despawn. Gave it a few full day/night cycles to confirm.

Might test some other mobs/obstacles to help narrow it down as time permits.

 

 

I see. Wasn't thinking about the fabric mod. You may have a point! Thanks for the catch.

Came across this as well. Killed a Skele trap Skeleton and he had Unbreaking II twice on his bow

[media]

This situation has gotten a whole lot worse with the first 1.16 snapshot. I'm assuming we're heading into Intended territory here now with the Nether update. Played around in a new 1.16 snapshot and had to fly almost 1000 blocks to find any soulsand.

Length of time leashed or distance plays a role, but I havent found the exact trigger.  I have leashed them for smaller moves and had them seemingly behave as normal.  So I created a new 1.15.1 world myself and re-tested; I think path-finding is more broken than the aggro behavior, and I think the former masks the latter. Because path-finding is compromised, I was under the belief that they wouldn't attack hostile mobs (or a hostile player), but I think it maybe they can't path-find to their target.  I can stand next to a golem and punch it and it'll wallop me, but if I move away, it can't pursue. Likewise, a zombie in their range is ignored unless the zombie is actively attacking the golem, in which case the zombie puts itself in range, though the golem's ability to defend themselves still seems compromised vs an unaffected golem.

Also interesting observation that if I re-log, they are able to path-find again.

Apologies; searching for shift-click scaffolding only yielded two results, neither were the bug you referenced. I will track it there.

I haven't been able to duplicate this bug for a while and there has been a lot of changes to both chunk loading/unloading and lighting, so I feel comfortable closing this bug as resolved.

I have been messing around with this for a while and I can't reproduce it.  Started to wonder if it was related to chunk lag as has been described in another bug report, so I traveled several thousand blocks but still nothing.  Only one update I can add at this time; if you watch the video, you can see at one point only half of the room is lit up by the furnace while the other half is dark.  Double-checking coordinates I can confirm that issue happened at the edge of a chunk boundary; the lit up side is in one chunk and the exact spot the darkness starts was in another chunk.

I'll keep working on a reproduction path.  Maybe someone else will have luck corroborating this and narrowing down the conditions that caused it.

As I mentioned in my comment, cave spiders can maintain bouyancy even when they can't touch the sides.  At the same time, a regular spider in a 2x2 tube, which is in full contact with the sides is pulled down by the blocks.