mojira.dev

Jiogo18

Assigned

No issues.

Reported

MC-196158 Unleashed entities drop a lead using /data Duplicate MC-188003 Particles of entity not affected by entity distance Confirmed MC-179817 Lead drop when modifying it with /data Fixed MC-179815 Data command doesn't remove leash from a mob Fixed MC-167841 Sound for part left of double chest not played Won't Fix MC-165820 Entities on honey block are dark Duplicate MC-165818 Texture of honey block and painting created inside causes z-fighting Won't Fix MC-165788 Polar bear don't have an attack radius Invalid MC-165750 Falling sand drop with half in the air because of the idbox Fixed MC-165517 Under overworld everything is dark with night vision Duplicate MC-161303 Chunk limit view not rendered Duplicate MC-161295 Wrong render for xp orb Duplicate MC-161292 Strange render with items Invalid MC-161286 Item too dark with night vision Duplicate

Comments

Fixed in 24w06a not 23w06a, see

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For more details, it fixes:

  • Fence leashed mobs drop a lead

  • Player leashed mobs drop a lead

  • Unleashed mobs drop a lead

Can confirm in 1.19.2.

If a player is in the boat, it doesn't break for 12 and 13 blocks. I have tested 49 blocks and the boat break (the player die too).

For 12 or 13 blocks, the boat break when (no player in the boat) :

  • breaking the block below (12 blocks high)

  • pushing the boat with a piston horizontally (12 blocks 

  • setting the y motion to certain values :

/execute as @e[type=boat,distance=..5] run data modify entity @s Motion[1] set value 0.6

 

Can confirm in 1.19.1.

The entity distance depends on the render distance, but not for the entity particles.
With an entity distance of 50 % and a render distance of 32 chunks, the distance for entities and particles entity is the same (5 chunks)
And with a lower render distance,
→ ✔ the distance for entities is lower
→ ❌ the distance for particles stay the same (as having 32 chunks and 50 %)

Yes indeed it's no longer possible without the debug stick... (won't fix).

The command set a chest "single", but with the debug stick it's still possible to place a chest "left" in 20w51a

Also, the sculk sensor detect the action even if the sound is not played.

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It also happens randomly with too many entities:

summon 50 armor stand, and the run

/spreadplayers ~4.5 ~4.5 1 4.5 false @e[type=minecraft:armor_stand]

half the time the game freeze (server and sometimes client) (and every time with more than 100 armor stand)

It  seems fixed between 1.15.2 and 1.16.1

In fact I see only 3 ways to solve this issue:
1) Set a "texture priority" on painting
2) Only in this case, put the painting above
3) It works as expected because there is no way to fix it because it is "logical"
Of course I prefer the first solution because it's common with custom textures/mod...

Well, this is mayme related to MC-137470 for pillagers but I've found another circumstances:

In 20w22a, when Piglins attack Wither skeleton / Hoglin, they keep agro at the death location of their target for a short times.

 

(also if their isn't any loot from the wither/hoglin)

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For hoglin ilmango illustrated it (no it's not the piglins dance...) https://youtu.be/dBu4PZ7qT7k?t=317

Also works with Left-handed Piglin: they don't look at the golden item, they look at their weapon instead

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/summon minecraft:piglin ~ ~ ~ {LeftHanded: 1b, HandItems: [{id: "minecraft:wooden_sword", Count: 1b, tag: {Damage: 0}}, {}], CanPickUpLoot: 1b}

I can't reproduce (in 1.15), entities have a portal cool-down of 300 ticks (15 seconds) so it can take a long time before a new teleportation

Yes it's fixed, tanks (1.15 pre2 too)

Oops sorry, it's not because of honey, i had placed a block under the honey, the sand stay in air.

(replace honey by fence and it doesn't change anything, we need just to create a falling block how isn't on a single block)

It's a little bit confused in my head, I had seen something strange but i don't know how to describe it.

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Sorry, it's a little bit a suggestion but it's logical that bears have a large attack range because slime, iron golem, dragon and other "big" entities have it.

(in fact, ravager hasn't this attack radius too)

can be usefull:
brewing stand has the same idbox (0.875 of high) but the entities are not dark on it (19w46b)

Bug of idbox for falling sand and slab (work for non-naturally generated slabs)

If slab has no block bellow (air, water, entity...), the falling block stay as entity when it is on the slab

(and pop after 25s)

Confirmed in 1.14.4 but resolved in 19w35a:

duplicated with MC-159429 (video), MC-159462 and MC-849 probably

It happen with a lot of blocks

For my par i can break a redstone ore with a diamond pickaxe but every grass/dirt/stone can'ot be broken with a tool or an empty hand

I have see a strange stray when i have break a redstone block, i will try to reproduce it

edit : in a chunk i can break redstone ore but when i go in an other, it's not possible

It only affects the shadow of other, decorative and redstone (creative)

Other common inventory gui seems good