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.
[media]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)
[media]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
[media]/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.
[media]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)
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
Fixed in 24w06a not 23w06a, see
[media]For more details, it fixes:
Fence leashed mobs drop a lead
Player leashed mobs drop a lead
Unleashed mobs drop a lead