Confirmed for 1.20.2. I was wondering why my skeletons kept missing...
Edit: If you need this fixed for map maker reasons, there is a workaround. Make every arrow belong to the player:
execute as @e[type=arrow] run data modify entity @s Owner set from entity @p UUID
Confirmed for hoglins.
A couple of years ago I made an adventure map where some skeletons could see you from a long distance away. I noticed that they only did that if you first hurt them, i.e. shot them with a bow. Then they suddenly started sprinting towards you even from a hundred blocks away. It was unfortunate that the player had to provoke them, but it was also kind of funny and so I ignored it.
Now I tested this again, and the follow_range attribute doesn't work for me at all, even when I try to anger the skeleton from a distance.
EDIT: Well, derr... I revisited my old adventure map, and it turns out it still worked. I just wrote the command incorrectly when I tested this. Still, hopefully Mojang can make it so mobs see you without you having to provoke them.
Here's the command:
/summon minecraft:skeleton ~ ~ ~ {Attributes:[{Name:"minecraft:generic.follow_range",Base:100.0d}],PersistenceRequired:1}
"i believe it may be due to the change you guys added where they put seeds into a composter, emptying their inventories of seeds, causing them to break the farm"
So it's not a bug then, but a feature request? Their inventories aren't full, only your farm is outdated. (To work around this change, simply prevent the villager from accessing the composter. From my quick test the villager doesn't actually need to use the composter.)
I made a command that modifies a piglin's angry_at memory. As this command is repeated every tick, the piglin's inventory quickly fills up. I suppose I'll need to use the silly snowball method to make the mob angry at a specific mob without this bug happening. Hopefully this gets fixed, even though the report is marked invalid.
The problem is that the game seems to overwrite the mobs' data. I made a wither skeleton with a shield and a netherite sword. When generated with a structure, only its sword was changed, because wither skeletons have a stone sword by default. The same with Size for magma cubes I assume. The game chooses a random size, and ignores the one stored in the structure file.
@Dhranios Sure. I also attached images.
This is a major oversight if there really is no way of preventing it from happening. I created a structure with redstone in it, but there is one stair block that gets waterlogged, and the water wipes out all the redstone.
@PotholedSea40 Are you sure? The Mojang priority says otherwise. This was never mentioned in any change log. I remember that they only said in a certain snapshot's changelog that the dragon will no longer stop its attack when it is hit, which had made it easy to avoid it before. That change would be useless if the divebomb attack was intentionally removed.
And if this was indeed intentional, it wasn't a very smart change, which you will understand if you've ever run out of arrows while fighting it. You have to wait for it to land, and that can take ages. And of course the dragon fight is a lot less challenging when it never charges at you.
Firework rockets are now in the recipe book as of snapshot 20w45a. I've seen some of the developers giving a shoutout to the channel I linked in my previous comment. Did his struggles inspire this change? Whatever the case, I thank you Mojang on behalf of Piropito. 🙂
I was thinking that might be the reason. I'm glad Mojang know about this though. 🙂
MC-167052 Was reported by me (apparently it is a duplicate even though it is the older report... Well at least somebody else has noticed this as well.) This was broken all the way back in 1.9, when the dragon fight was revamped.
Silly bot. This is the original bug report, the new one is the duplicate.
How is this a WAI? Firework rockets are an important item gameplay wise, but the game doesn't even teach you how to get them. A major oversight in my opinion. For example in this video at 18:10 you can see the problem.
Obviously this is an extreme scenario, but this man had to walk 7 and a half hours to get back to his base at the end of a long bridge he is building after he had died. (Absurd, but I believe he really did walk there.) He didn't know about rockets since he is doing a blind play through. If only the game had explained to him how he could get back faster.
I reported MCPE-85571 (duplicate), which is about there being more ghasts on Bedrock than on Java. Now that I think about it, I had a lot of trouble with magma cubes as well in the basalt delta biome, which made me want to avoid the biome, and as a consequence I got lost for hours. This definitely needs to be fixed.
I actually liked the increased amount of ghasts. They aren't that big a problem in my opinion (from what I've seen they used to be very common in ancient Java versions, and before this update I wished they were more common), but I can see why the other mobs can be overwhelming. And there were times when I would kill a ghast, and another one would spawn pretty close to the first one almost instantly.
Still in 1.16.1
Can confirm. The hitbox is buggy and weird. This also happens even when the dragon is not on the nest. Trying to fight it with a sword (for example by chasing it with elytra) is almost impossible as the hits don't register correctly. When you hit the dragon, the weapon makes a sound and you can see particles if the weapon is enchanted (see pictures), but no damage is dealt. I've seen videos where people were very frustrated by this, as it feels inconsistent and buggy when compared to how hits normally work.Â
I think MC-148095 is related to this. The lag is very similar, and could be caused by decaying or updating leaves.
Edit: removed my experiences with lighting updates, because they seem to have been fixed as of 1.14.4.
I noticed severe lag while playing on a friend's realm when he was chopping down a tree in a plains biome. The effect was similar but not as extreme, and I am fairly sure that the cause is the same as here. So perhaps this bug report could be renamed or merged with another similar one. Do you agree?
Edit: what I previously mentioned about blocks being broken in jungles causing lag is no longer an issue in 1.14.4. Moving around still causes severe lag, so the issue is probably with leaf block updates.Â
Confirmed for 1.21.1.