mojira.dev

YZERO

Assigned

No issues.

Reported

MC-277834 use_cooldown component doesn't work as expected on spawneggs. Duplicate MC-233858 End Crystals don't work with advancement criterias such as "player_hurt_entity", "player_killed_entity" (etc.) Duplicate MC-191034 The horizon turns black upon going below Y62. Duplicate MC-162545 Summoning a Pillager with {} or any other NBT as long as you use brackets will spawn the pillager without its arms. Duplicate MC-151930 Stained glass can be seen through some of the particle effects. Duplicate MC-135529 Small amounts of TNT causing massive frame drops. Duplicate MC-125226 Skeleton, zombie, husk, stray and wither skeleton will attack baby turtles Works As Intended MC-125195 Spectator mode will still allow the swimming animations Fixed MC-124351 Zombie Horse texture isn't showing up & middileclicking them Duplicate MC-122228 Opening a double (trapped) chest plays the open and close sound twice Fixed MC-121628 Horse armor textures z-fighting Fixed MC-112267 Elytra's and minecarts Duplicate

Comments

Can confirm. Minecraft version: 1.21.3
You can make a datapack with nothing inside it besides 1 single loottable giving you a stone block with a can_place_on tag with for example #minecraft:all_hanging_signs.

Now, while in adventure mode, give that loottable to yourself in game with a /loot give, and notice how all works as expected.
Type /reload and give yourself that loottable again- notice how that new loot item doesn't stack with the previous item.

Also:
clear your inventory, enter adventure mode.
give yourself that loottable from the previous example.
reload.
now just open your inventory and start clicking the item around into different inventory or hotbar slots, you will notice how it becomes a "ghost item" quite frequently by flickering or making a duplicate of itself that disappears once you interact with it.

This is very broken, and quite annoying if you use any block tags combined with can_place_on in your datapacks.

The issue also happens for the following items with use_cooldown:

  • Spawneggs: Using spawneggs.

  • Boats: Placing boats.

  • Paintings: Placing paintings.

  • Armorstands: Placing armorstands.

  • Itemframes: Placing itemframes.

  • Blocks: Placing any block.

Interestingly enough:

Placing minecarts with use_cooldown on rails does work as expected and triggers the use_cooldown.

Confirmed for 1.21.3

Here a quick video which shows the described way to replicate it.
https://youtu.be/GKrsXI1UgWM?si=FR9WkZ_E1aAPnHPb

This is a highly important issue to fix, and most definitely can be considered a bug.
If implemented in 1.21.2, existing datapacks will break in ways that are nearly impossible to smoothly fix.

Why is this considered invalid?
Please reconsider if possible, thanks 🙂

Confirmed in 24w06a
From my testing this appears to happen when the player modifies the charge's "power" nbt data.

Way to replicate:
1. /tick freeze
2. throw a wind charge
3. /data merge entity @e[type=wind_charge,limit=1,sort=nearest] {power:[1.0d,1.0d,1.0d]}
4. /tick unfreeze
5. wait for the charge to hit a surface. (note that you don't see any effects like particles happening)
6. use /kill @e[type=wind_charge]
7. you'll see that the command killed one wind charge, which already hit the ground and should've despawned.

Confirmed for 1.18, 1.18.1 &1.18.2

Appears to happen when you increase/decrease the worldborder size.

Easiest way to replicate:
1) /worldborder set 10
You'll notice that the worldborder behaves as expected.
2) /worldborder set 10.0001 100000
(or in case of decreasing size: set it to 9.9999 100000)
The corners of the worldborder now get this unintended solid effect.

Confirmed for 18w33a.