mojira.dev

UncomfyMattress

Assigned

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Reported

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MC-279452 Players riding striders can no longer dismount onto higher blocks Duplicate MC-279342 Some wildflowers stems are not centered Works As Intended MC-275843 Using an empty map (single item in stack) doesn't create a filled map in survival mode Fixed MC-272088 Game crash: Error: java.lang.ClassFormatError: Method a in class brs$a has illegal modifiers: 0x8 Duplicate MC-272015 Phantoms don't flap their wings Awaiting Response MC-271417 Crafting certain items doesn't remove ingredients in the crafting UI Duplicate MC-268562 Wind charges deal no knockback within non-solid blocks Fixed MC-268556 Wind charges go through non-full blocks instead of colliding Fixed MC-266071 Copper grates don't cull each others' faces when they don't share the same oxidation level/wax state Won't Fix MC-265796 Improper light update in ocean ruin Duplicate

Comments

This issue wasn't fixed in 24w33a. The top and bottom halves of the stem still don't match in terms of stretching.

[media]

@Greymagic27 This is issue affects both non-full and non-solid blocks, so I think this a related issue and not a duplicate.

I argue that this is not a duplicate of MC-95515. That report points out issues with shadows in certain block orientations no matter how many times the lighting is updated. This report is mostly about lighting specific to world generation. The sea pickles weren't able to properly update all of the blocks surrounding them. The replicated structure shows the lack of lighting update issues.

@Anthony Cicinelli

Turns out that I made this report without considering that I used a big dripleaf resource pack. Please resolve this issue as invalid!

This seems to be working as intended. The higher the terrain generates, the higher the sculk generation spreads.

@batbrain55 I believe that the inconsistency now lies with all of the other signs as text can be written on both sides (only one side has less contrast to account for text readability). 

I argue that this works as intended. The portal animation fades away as a transition from when the animation fades in before you cross dimensions. The animation doesn't play in creative mode as crossing dimensions is instantaneous in that game mode.

Can confirm in 1.19.4 Pre-release 3.

I believe it's intentional that shields have a brief delay after holding it up before it's able to block damage.

This issue has been fixed in 1.19.3 Pre-release 3.

In third person view, you can see that the player automatically sneaks under the block. That auto sneak is what causes you to slow down.

This also applies to the frog and iron golem walk animation. Splash a Slowness IV potion on one and its legs won't move.