mojira.dev

Tis_awesomeness

Assigned

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Reported

MC-300830 Copper golems check less copper chests than usual after dropping their item Unconfirmed MC-300828 Copper golems skip their target chest on unload or restart Duplicate MC-300827 Pressing F3+Q in certain screens does not show help, despite F3 suggesting it Fixed MC-300824 Copper chests share blast resistance with regular chests, not copper blocks Works As Intended MC-278188 Suspicious stew still gives different durations of Blindness for Eyeblossom and Azure Bluet Duplicate MC-276821 Drop spam throttling is affected by tick rate Works As Intended MC-276819 Players can be kicked for spamming easier if the tick rate is low Confirmed MC-276655 Rescaled breezes shoot from incorrect height Confirmed MC-276612 Converting mobs removes fire Confirmed MC-276611 Converted mobs do not keep CanBreakDoors tag Fixed MC-272811 Ender pearls pass through nether portals in the End if the player has not seen the credits Works As Intended MC-272597 Mobs despawned by Ominous Trial Spawners drop items with Curse of Vanishing Confirmed MC-270796 Unset fields in raider entity sub-predicate match against false Duplicate MC-270795 Mobs despawned by Ominous Trial Spawners can delete picked up items Fixed MC-270793 Mobs cannot be immune to oozing and infested at the same time Confirmed MC-270791 Mace smash attack can knockback tamed mobs Fixed MC-270790 World border animated texture not frozen after /tick freeze Won't Fix MC-270789 Only mace smash attacks increment "Times Used" stat Fixed MC-270787 Wind charges only activate the bottom block of doors Confirmed MC-270125 Wind Burst can be obtained from chest and fishing loot Fixed

Comments

As of 24w45a, Azure Bluets give 11s of blindness, but Open Eyeblossoms still give 7s of blindness.

The code that drops planks and sticks in Boat.java was completely removed in 24w37a.

Fixed in 24w33a for Impaling, Loyalty, and Channeling, but not Riptide

Although resolved as "Works as Intended", this was fixed in 24w33a.

Can confirm, additionally messes up hitbox rendering

This was fixed in Bedrock Preview 1.21.0.25 (no corresponding bug report) by causing despawned mobs to drop any picked up equipment.

You're probably running the More Mob Heads datapack from Vanilla Tweaks. That datapack has not updated to 1.20.5 yet, and will cause mobs to not drop loot if run anyway on 1.20.5.

Confirmed. See MC-270796 for a demonstration.

Not a duplicate. That issue is about the world border's expansion/contraction, while this issue is about the world border's animated texture. Will update this issue to clarify.

This was fixed by updating the advancement description to 8 blocks to account for the player's jump.

This bug has effects on vanilla gameplay. If you activate an ominous trial spawner and wait for an item spawner to appear, quitting and re-entering the world causes the item spawner to immediately drop its contents.

Note that you can summon the entity with commands, but it will always drop its contents immediately regardless of the value of spawn_item_after_ticks.

The launch distance is measured starting at where the player was when they were hit by the explosion (NOT where the explosion was), and ending at where the player starts falling downwards. If you jump upwards 1 block, then use a wind charge to launch yourself 6 more blocks for 7 total, the game sees that as a 6 block launch.

In the video, you jumped slightly before you were launched by the wind charge, meaning part of the 7 blocks traveled was due to the jump, not the wind charge launch. The game saw a less than 7 block launch and didn't give you the advancement.

If you repeat the experiment by shooting a wind charge without jumping (you will need to lower gravity to get enough height), you will get the advancement:

  1. Revoke the advancement by running /advancement revoke @s only adventure/who_needs_rockets

  2. Set your gravity to 0.01 by running /attribute @s generic.gravity base set 0.01

  3. Look straight down and shoot a wind charge without jumping.

  4. Notice that you get the advancement after hitting the ceiling block.

This bug may still be valid because the advancement description and the changelog have different numbers, or because the mechanics of the advancement are unclear.

The in-game advancement description is correct. In adventure/who_needs_rockets.json, the advancement is granted after the player starts falling after being launched upwards 7 blocks.

Can confirm. Heavy core is not in the #mineable/pickaxe tag.

The mace does 5.25 more damage for every block fallen (assuming crit), and sharpness 5 adds 3 damage. The mace is doing more damage from sharpness, but falling 1 extra block deals more damage than going from no sharpness to sharpness 5.

You can verify that sharpness works while falling by creating a sharpness 160 mace and hitting a ravager after walking off a 4 block platform. This kills with an enchanted mace but not with a regular mace.

I have uploaded a video (

[media]

) and a force-crash report (

[media]

) of the spider frame drop happening in 24w11a. The performance has improved considerably after the blur shader changes in 24w11a (compare the F3+2 graph to the screenshot taken in 24w09a), but there is still a significant frame drop similar to the video clam posted.