mojira.dev

Jens Bergensten

More than one avatar was detected! There might be multiple accounts sharing this same name.

Assigned

MC-130880 Turtle shells and phantom membranes cannot be used to create mundane potions Works As Intended MC-130321 Witches have conduit resistance Works As Intended MC-129219 Phantom dont have new animations and its not animated Fixed MC-128712 Phantoms don't drop experience when killed by player Fixed MC-128661 Conduits don't work with slabs Works As Intended MC-127949 Slow Falling with Elytra makes it easy to Fly Works As Intended MC-127922 You can't use Riptide tridents when standing in tall grass Fixed MC-127920 You can throw a riptide trident if you're not completely in water Works As Intended MC-127860 Hoes can be enchanted Works As Intended MC-127386 Right clicking on villager with its spawn egg opens trade menu Fixed MC-127186 Baby zombies and drowned burn in daylight Works As Intended MC-126300 Unlike sword, trident can accidentally break blocks in creative mode Fixed MC-126039 Trident left hand Works As Intended MC-125755 Loyalty tridents thrown into the void don't come back Works As Intended MC-125742 Bark blocks become normal stripped logs, rather than all sides side texture stripped logs Fixed MC-125603 When the trident hit the mobs, it hangs to the side for a second Fixed MC-125394 Trident disappears from inventory while throwing it when the cool down is not full Cannot Reproduce MC-125374 Trident can be used for height advantage Works As Intended MC-125342 Trident cannot destroy the armor stand Fixed MC-125337 When the double-held trident throws, players will lift both hands Fixed

Reported

MC-1574 Can't destroy glass in Adventure Mode Fixed

Comments

The joke is the spelling error

Channeling requires that you see the sky while the weather is thundering, riptide requires that you touch water.

Confirmed how? The example in MC-127561 doesn't help either

Can't reproduce, maybe it has already been fixed

This could also be marked as working as intended, but if we ever "fix" this because we change damage knockbacks, I don't want the opposite to be reported as a bug.

Note: The sunlight height map is cached so you may not notice the bug fix in existing worlds

Unintented but cute 😉

Fixed according to suggestion

You can't kill what is already dead 😉

It's too much hassle to "fix" this problem, so I suggest you summon your mobs with the Wither effect if you want it to die properly.

/summon minecraft:zombie ~ ~ ~ {ActiveEffects:[{Id:20b,Amplifier:3b,Duration:999}],Health:0.1f}

Note: Worlds saved in 1.12 snapshots are unaffected, i.e. if the beds have turned white they will remain white even if they were red originally. The fix will correctly update worlds saved in 1.11 though

This should be fixed for 1.11 worlds. There is no upgrade path for worlds created (or already saved in) one of the 1.12 snapshots.

This bug report was in conflict with MC-109303. For the next snapshot we've made a fix that only respects custom cooldown times if they are larger than the default cooldown time (8 ticks), otherwise it overrides in order to make a predictable hopper timing behavior.

Restored the fix that we added a couple of snapshots ago. The conflicting bug was MC-108127, so in order to make them co-exist there is a special rule for custom cooldown times that are longer than the default (8 ticks).

Also: I discovered that the item which is used to activate the animation is ignored. The game is supposed to be able to play the totem animation with any kind of item, but there was still a hard-coded totem item instance in the renderer, which I fixed thanks to this bug report.

Sorry I made you write that long response, I realized my mistake while at a meeting =)

In the end I discovered that the problem was not for the token itself, but rather in the item frame renderer. The item frame has a hard-coded 180 degree rotation on all non-3d item models. This was easily fixed by remove the hard-coded rotation and replacing it with a json definition for 'fixed' transform in "generated.json". There's a similar bug regarding mob skulls.

I've fixed this but it will not be in this week's snapshot because I was too late to commit to the branch.

Ben: I think the problem here is that the model itself is inverted, right? If you just modelled it to face the other way, the 'fixed' transform shouldn't need a rotation at all, or am I missing something?

Assigning to Grum instead, because he was talking about getting rid of the template room.

This is intentional and part of that specific room's layout

The Eye of Ender still finds the stronghold, just not the portal room. The behavior changed in order to support more than 3 strongholds.