mojira.dev

Javier Salcedo

Assigned

No issues.

Reported

MC-197232 Obsidian can be mined with a wood, stone, iron and gold pickaxe Invalid MC-195622 Map Pointer not showing correctly Duplicate MC-194181 Using Bonemeal on Kelp makes it grow by 1 block every time instead of a random number of blocks Duplicate MC-192399 Incorrect symbols in Books and Signs for some characters using Alt codes as input Awaiting Response MC-186340 Dungeon generation for all types in the overworld changed with last snapshot Duplicate MC-185605 Kelp generates on top of Magma Blocks Fixed MC-175018 Summoned villager with trades not giving discount after being cured from zombie Invalid

Comments

I wouldn't call this a "bug" if you're playing in a modded world in perma-night

Minecraft has been saved one more time 🙂

Glad to see this bug fixed because

 

every bonemeal is sacred

I'd say this is working as intended but I would be happy to be corrected

  • Dedicated Tool is only about the "breaking" speed of blocks by using the "destroy" button (left click)

  • Fortune is about "increasing" the drops of some blocks that doesn't drop themselves

  • Silk touch is about "changing" the drops of some blocks that doesn't drop themselves

3 unrelated concepts

I'd say this is working as intended since Pillagers are range weapons users but Vindicators are melee weapons users

Working as intended as MC-124812 was fixed by 20w22a

Tests results:

  • 20w11a and 20w12a: kelp would grow a random number of blocks when bonemealed

  • 20w13a forward: kelp grows 1 block when bonemealed

Thanks for the answer. I'll proceed to edit the wiki if this is working as intended

Thanks Jacob for the suggestions. I included the priceMultiplier and xp tags. Villager xp worked correctly, but no discounts were offered for the 4 trades included in the start. Trades from succesive levels offered the discounts after trading and curing from zombie in every case, but not the initial 4 trades

This is the line I used to summon the villager

summon villager ~ ~ ~1 {VillagerData:{level:2,profession:librarian,type:plains},Xp:10,Offers:{Recipes:[{buy:{id:paper,Count:24},sell:{id:emerald,Count:1},maxUses:16,xp:2,priceMultiplier:0.05,rewardExp:1},{buy:{id:emerald,Count:5},buyB:{id:book,Count:1},sell:{id:enchanted_book,Count:1,tag:{StoredEnchantments:[{id:silk_touch,lvl:1}]}},maxUses:12,xp:1,priceMultiplier:0.2,rewardExp:1},{buy:{id:emerald,Count:1},sell:{id:lantern,Count:1},maxUses:12,xp:5,priceMultiplier:0.05,rewardExp:1},{buy:{id:emerald,Count:16},buyB:{id:book,Count:1},sell:{id:enchanted_book,Count:1,tag:{StoredEnchantments:[{id:feather_falling,lvl:4}]}},maxUses:12,xp:5,priceMultiplier:0.2,rewardExp:1}]}}

I also tried by adding the "demand" tag in the trades, with values 0 and 1, but I saw no difference in the prices in either case

Tested in 1.16.1

 

 

Problem still present in 1.16-RC1.

Summoned villager with Command Block and using:

summon villager ~ ~ ~1 {VillagerData:{profession:librarian,level:2,type:plains},Offers:{Recipes:[{buy:{id:paper,Count:24},sell:{id:emerald,Count:1},maxUses:16},{buy:{id:emerald,Count:5},buyB:{id:book,Count:1},sell:{id:enchanted_book,Count:1,tag:{StoredEnchantments:[{id:silk_touch,lvl:1}]}},maxUses:12},{buy:{id:emerald,Count:1},sell:{id:lantern,Count:1},maxUses:12},{buy:{id:emerald,Count:16},buyB:{id:book,Count:1},sell:{id:enchanted_book,Count:1,tag:{StoredEnchantments:[{id:feather_falling,lvl:4}]}},maxUses:12}]}}

Then, summoned Zombie using spawn egg to infect the villager. Cure it afterwards, got the achievment but no discounts offered

Villager seems to be getting experience from trading with the player very slowly. Villager level doesn't seem to match xp needed to advance the level

Done in survival, hard difficulty

I experienced the same issue with 3 different seeds, where all dungeons generated in different places in 20w22a compared to 20w21a. Should be replicable with any seed

I believe this is working as intended. Trading gossip goes to the "trading" TAG count, which increases prices but goes back to normal over time, so price increase is temporal. Being cured from Zombie goes to "major positive" TAG, which is permanent. So in your case, prices are coming back to normal, and since your villagers were cured several times (5 being the most times with an effect in the game FYI) it's a low price

Isn´t this behavior intended because they'll burn during the day outside of water?