mojira.dev

Hraefin

Assigned

No issues.

Reported

MC-245336 1.18 client can log into 1.18.1 server. Works As Intended MC-176923 Turtle Egg "Hatch" level resets when silk touched Invalid MC-161787 Ice doesn't form properly in all like blocks Awaiting Response MC-131223 Nether Generation makes. nether nearly impossible to traverse in survival Duplicate MC-114034 Enchanting table can strip NBT Tag from Rocket Duplicate MC-112650 Cannot breed Llama with more than 12 inventory slots Works As Intended MC-110166 Cave Spiders poison player from 3-4 blocks away (out of melee range) Duplicate MC-105844 Creeper specific despawning when named with a nametag? Duplicate MC-101819 Frost Walker I seems not to exist in Vanilla 1.9+ Survival (Fishing Loot Table) Confirmed MC-99155 Horses jump height much lower after 1.8.9 to 1.9 update Awaiting Response

Comments

Igloos only naturally generate in the snowy plains, snowy taiga, and snowy slopes biomes, not in ice spike biomes.

Villages don't spawn naturally in ice spikes.  I do not know about pillager outposts, but I would highly doubt it.

Are they enclosed by glass, or solid blocks?  If glass, they can glitch through partially on chunk unload/reload then fly away.  If solid the same but they can then suffocate.

have you tried making the space for them larger?

if you can go into creative or allow cheats try
/effect give @e[type=bee] glowing 60 
and see if there are any bees in the area.

They could also clip into a solid block near the hive when exiting and slowly over time take enough damage to die.

I must apologize.  I went back to 1.14.4, 1.14, and 1.13 and could not find an instance where the eggs kept their hatch level when silk touched.  I must have mis-remembered this as a feature.  It would be a nice addition, however.

The last version I tested this in was 1.14.4.  I had not seen anything since about changes to the mechanics, however.

Would it? A screen shot of a water source seemed non helpful. 

This happens if he gets separated from his Llamas and is still attached by lead. Example : he jumps down a cliff or between close trees and the llamas can't follow. (saw this in 1.14.1) 

@recon you should try it at least once with just you on the server. This appears to be a bug with how mobs are distributed amongst the players. 

While on a multiplayer server (1.13), it appears that once someone signs in and loads up mobs, that when a second player logs in the mob cap fails to split.

The first player will get a lot of mobs spawning around them, but new players will not.

 

On our server, we have a drowned farm over a river biome.  With a player logged in and in spawn chunks, afk at farm produced exactly 1 mob in 1 hour real-time.

Solo, there were hundreds spawned in a few minutes.

 

I have no evidence that this is specific to drowned, nor do I have evidence that is not the case.

That has ALWAYS been a thing. Place a carpet on the hopper, problem solved  

Isn't this "works as intended?" 

Is this single player, or on a server? 

If minecraft couldn't write the updates for changes, your chunk files will be corrupted. If you don't have a back up then you are doomed. 

If you enable command feedback you will be able to see outgoing whispers  I don't think this was true before 1.13 but I have not tested

This is happening in 1.13 official. If you type a tilde ~ anywhere in any chat box, command, etc.   It locks the controls...no mouse or keyboard possible and you have to abort the game process and restart.  Nothing but pure vanilla.

***EDIT:  Verified that this is caused by Discord running in background.  

Can we please get a final ruling on this? At one point it was stated this was works as intended . Taking this out of the game will break things and not add anything to the game... Many thing can lag the game if you play foolishly. 

I have seen this happen on a 1.12.2 server both in the overworld, and in the end. I cannot reproduce it reliably though. It seems pretty random, but has happened during a couple of dragon fights where people died (so nobody was in the end), had slept next to the portal and jumped back in pretty much immediately to find no item entities at all in the end. When I saw this myself, there were no exp balls, no dragon's breath etc. Looked very clean. The dragon was up and flying and the endermen were present.

Have not tried snapshots. They're too broken right now to do any real testing in and it is hard to be sure without killing yourself a dozen times to reproduce the effect.

I agree with the original poster here. Hostile mobs have never and should never spawn within the bounding box of an ocean monument. The only spawns should be guardians and bats. If this has changed, was it announced? Was this a one-time-bug?

Same issue with 18w07c. Loaded 1.12.2 word into snapshot to see new mechanics and how they would affect farms. No guardians spawn in existing guardian farm/temple. Tons of hostile mobs spawning though, so I am assuming the game no longer recognizes this as an ocean monument.

Same finding. On multiplayer server it appears that when a player dies and the chunks they are in are no longer populated, when the chunks fully unload, entities immediately despawn. This has happened in the overworld with less than a 2 minute delay as well as the End with a less than 3 minute delay confirmed.

That is exactly what is supposed to happen.
When you right click a spawn egg on a spawner cage it resets the spawner to spawn that type of mob. It does not instantly spawn said mob. Unless conditions are correct for the spawner cage to spawn, you will see nothing but the spinning mob displayed.

In order for a spawner to spawn mobs, it must be below light level 8 and will spawn most frequently at light level 0.

So if you go back to that spot and "/time set night" you should get (nearly) instant spawn of your mobs.