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Thank you for your report!
After consideration, the issue is being closed as Won't Fix.

Please note that this is not the same as Working as Intended, as this bug report correctly describes behavior in the game that might not be the intended or desirable behaviour, but it will not be fixed right now. Sometimes, this is because the issue reported is minor and/or impossible to change without large architectural changes to the code base.

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Hi! We removed the "none" swing animation type because it seemed undersupported and had unexpected side-effects like the body being animated while the arm wasn't. We plan to bring this functionality back for this release, but would like to know what you're using this for so we can better support this functionality in the future.

We recently added this placeholder as the flight duration was previously hardcoded and appended to the translated string in the code itself. Translations need to be updated, we do not track Crowdin issues here.

We narrowed down the fix to just Sulfur Cubes for this release, and edited the description here to match that. Feel free to open a more general ticket about Invulnerable entities.

I believe it was fixed. The cooldown is now respected when pressing escape (i.e. nothing happens while the buttons are deactivated). Pressing escape on a confirm screen means pressing the “Cancel” (in this case “Respawn”) button - this behavior has not changed.

JSON data is parsed into the smallest number type possible. That means in your example, you are checking {cmd:1} (from the item) against {cmd:1b} (from the model). The model definition supports SNBT, so in your model you can write the case as "when": "{cmd:1b}", which is the intended way to solve these type issues. A different solution would be to define the type within the custom data component itself: ender_eye[custom_data={cmd:1b}].

Hi! This issue is caused by multiple items having the same attribute modifier ID. If different modifier IDs are used instead, then the provided commands give armor items that work fine when used together. As per https://www.minecraft.net/en-us/article/minecraft-snapshot-24w21a “Using the same ID for different modifiers is allowed as long as the modifiers are for different attributes”. Hence we do not support the usage of the same modifier IDs on different items.

Please let us know if this behavior has worked before in any version of the game.

Seems to be fixed since 19w46a.

Seems to be fixed in 19w39a.

Seems to be fixed in 19w39a.

No longer blocked by MC-145716 since 19w14a. Issue persists.

Unable to test at the moment due to MC-145716

The new model now has ash and wood particles, both of the textures are visible on the model. I would say that this report is no longer necessary.

This is Minecraft, not real life. In Minecraft, you can break the campfire with your bare hands without hurting yourself, but not irl.

I wouldn't say that this is intended. The campfire isn't unlit, so the breaking particles should also not be unlit.

This has been fixed in the b snapshot.

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