the stone button drops as an item when the attached block is removed
Comments on JSON files should still load normally
The texture files are all blank, maybe because they always show up as farmers. Name tag remains the same every time a mob transforms to another
"...who does not eat or sleep"
The villager will not be able to sleep until the villager's profession type is updated with a workstation block.
Example of Profession update: unskilled to toolsmith
It's not just parrots that prevent portal travelling. Any mob riding something else prevents any of those two entities from entering end or nether portals.
Other examples include:
Player on a minecart
Villager in a boat
Evoker riding a ravager
Baby strider riding a strider
You can make a parrot dismount by falling two blocks or submerging yourself in water, and you can take a mob off a ride with fishing rods or water
It now works since 1.18 was released anyway
Steps to reproduce:
1. Apply a resource pack that has the "min_engine_version" setting below 1.8.0 or unspecified to the top of the list
2. Load a world with no other resource packs applied on top
3. Find or spawn a zombie pigman/piglin
Expected: New zombified piglin texture applies
Observed: Old zombie pigman texture applies
Reason discovered: The new entity Json file does not load if the min version on manifest.json is lower than the one in zombie_pigman.entity.json
Workaround: apply a pack with manifest min engine version 1.8.0 or higher. This pack might help
[media]
Also it's not just the particles from the command, it affects naturally produced ones too
how about changing the name to "Particles have infinite render distance"
This can be reproduced with minecraft:mobflame_emitter because it reproduces itself constantly. An alternative to clearing particles is to change dimensions. (example: overworld to nether then back)
Looks like it is already fixed in the 1.18.0.20 beta
I think a better name to this bug would be "vindicators in patrols never despawn".
Reproduce method:
Wait for a patrol group to spawn in hard difficulty, or use a behavior pack to change "pillager_patrol.json" spawn rules
Go outside despawn range - 44 blocks on simulation distance 4, 128 blocks on simulation distance 6+
Check the spot where the patrol spawned
Expected: all mobs despawned
Observed: vindicators still wander around
This affects all projectiles that can be fired by players, not just tridents and arrows. I tested with splash potions, bottles of enchanting, and other gravity affected projectiles.
This is slightly different, because the tridents shot by the drowned are perfectly fine.
Based on my testing, the tridents actually start clipping through the world while unloaded, but stop clipping when loaded again.
This happens sometimes due to player motion prediction which was never added until update 1.13 (if i remember correctly), almost similar to the bug involving experience orbs when they touch flowing water. This is how I reproduced it:
1 - load a creative mode world with Operator permissions on
2 - place a repeating command block containing execute @a ~~~ tp @e[type=thrown_trident,r=20] ~~~, this is to show the actual player position and the client based position
3 - set the randomtickspeed game rule to 3000, or a specific amount that causes some client side lag
4 - tower up fast while standing on the corner of a block (example video showed moss blocks)
Due to the intentional lag from high tick speed, the server might detect the player action order incorrectly, causing the player to be pushed off just like when sand falls on their feet.
[media]
Added
[media]to describe it easier
The bug only happens when fire spreads gamerule is turned off. I attached a resource pack that changes the visual block shape of both soul fire and regular fire to a normal block, because blocks that have the "fire" shape in the vanilla resource pack are set to become invisible if there are no blocks underneath.
Unlike regular fire, soul fire is properly removed when the block under it is destroyed.
The tridents don't actually despawn, they clip through the world (and possible mobs underneath) when outside the player simulation distance. The video
[media] I attached should show what happens when I exit and quickly re-enter the specific chunks using teleport commands. The tridents fired by Drowned are not affected.
Ticking area commands can't fix this
I dont know if anyone said this already but classic skins are not affected.
Examples of packs not affected: first birthday skin pack and literally any skin pack that can be imported by loading an .mcpack file.