Excuse me, I was about to create a new ticket including this as a url, but I asked violine and it seems this is the better way. Don't mind that this looks like a newly created ticket on its own. - I have not created that ticket and I won't. -
To start, the title is slightly incorrect. Of course the fire under the End Crystal in the End (See https://minecraft.gamepedia.com/Obsidian_pillar) is destructable, but it is under the hitbox of the Ender Crystal. (This could be tested by removing the End Crystal with TNT, which won't remove the fire on the bedrock.)
Anyways, this bug is similair or a duplicate of [Edit: This report]. The following bug report may be provided as evidence to re-open or resolve this and the latter issue completely, I hope.
When pouring water onto a naturally spawned end crystal, the flame underneath it will not get extinguished. Instead, the fire and water will continuously cancel each other out, as the fire will re-appear. This creates many lighting updates (and thus possibly causing lag.)
I have made a setup in the images provided. Notice the differences between the lit version and the dark version. (Or TLDR: fire yes/no and so light yes/no, which changes as the fire dissapears and re-appears).
Excuse me, I was about to create a new ticket including this as a url, but I asked violine and it seems this is the better way. Don't mind that this looks like a newly created ticket on its own. - I have not created that ticket and I won't. -
To start, the title is slightly incorrect. Of course the fire under the End Crystal in the End (See https://minecraft.gamepedia.com/Obsidian_pillar) is destructable, but it is under the hitbox of the Ender Crystal. (This could be tested by removing the End Crystal with TNT, which won't remove the fire on the bedrock.)
Anyways, this bug is similair or a duplicate of [Edit: This report]. The following bug report may be provided as evidence to re-open or resolve this and the latter issue completely, I hope.
When pouring water onto a naturally spawned end crystal, the flame underneath it will not get extinguished. Instead, the fire and water will continuously cancel each other out, as the fire will re-appear. This creates many lighting updates (and thus possibly causing lag.)
I have made a setup in the images provided. Notice the differences between the lit version and the dark version. (Or TLDR: fire yes/no and so light yes/no, which changes as the fire dissapears and re-appears).
And here's the attachments/evidence I have made.
[media]