Channeling requires that you see the sky while the weather is thundering, riptide requires that you touch water.
Can't reproduce
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.
The joke is the spelling error