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mooing_cowmilk

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Reported

MC-300741 Dispenser bone meal actions can only occur on even ticks Won't Fix MC-280336 Sheep can't eat dry grass (and short grass) when placed on farmland/mud Confirmed MC-257568 Boat adios in 13 cm deep water (falls through blocks) Duplicate MC-256626 Hanging Signs Don't Support Text on Both Sides Invalid MCPE-152098 Soft Lock on Title Screen Incomplete MCPE-150969 Pillager Outpost can't generate below y 0 Confirmed MCPE-150966 Villages can't generate below sea level (y 63) Won't Fix

Comments

Additional note: All Water logged blocks don’t break the cactus. Only open water does like if it was a solid block placed beside it.

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Can confirm with testing the same in-game farm between 1.17.1 and 1.21.5 pre release 2.

The farm ensures there is grass to eat every game tick, where it consumes one bonemeal/shear use = 1 eat, allowing to determine what tick cycle the sheep is on.

World Download:

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There is five different methods to verify the bug exists with this design.

  1. Baby sheep grow time. (fastest to check since /tick sprint didn’t exist yet)

  2. Baby sheep bonemeal consumption rate (count up all missing bonemeal divide by time

  3. Adult sheep wool production rates (# of wool/time passed)

  4. Adult sheep bonemeal consumption rate (count up all missing bonemeal divide by time)

  5. Checking which dispensers are doing the work for bonemeal-ing/shearing

How to test yourself:

  1. Download attached world file containing the farm located in the end next to the fountain.

  2. Load the world in whatever version you want to test (pre-21w39a or post-21w39a)

  3. Check before each test run (of any the 5 testing methods) that:

    1. There is no sheep already in the farm (remove it if so)

    2. No wool in the output barrel (remove it if so)

    3. All bonemeal chests are fully stocked

    4. Shear dispensers are filled with all brand new shears (if doing #5 method)

    5. There is a grass block with a short grass block on top

  4. Flip the lever to turn on the farm, you should hear very fast and loud clicking occurring on every game tick (20 times/sec).

  5. Press a button on one of the command block to place a sheep into the cell. ONLY HAVE ONE SHEEP IN FARM NO MORE since it will break otherwise.

  6. Observe and record the data based on your selected method of measurement.

  7. Remove the sheep from existence at end of test before turning off farm to unsure data is correct (or count up when /tick freeze is active).

Test results:
Not to leave my pc running for 10 hours to get average wool rates, only documenting baby sheep. But from designing a better (different) wool farm on 1.21.5 pre release 2, I can confirm the rates align near perfectly with sheep eating every 2nd gt, instead of the the expected every tick (so my rates got cut in half 😞 from this bug).

1.17.1 rates:

Time to grow up

bonemeal consumed

Bonemeal use rate (per sec)

Dispensers Used

1:26

5+2+8+4=19

0.22

4/4

1:15

4+6+3+6=19

0.253…

4/4

1:23

4+7+1+7=19

0.23

4/4

1:15

4+2+7+6=19

0.253…

4/4

1.21.5 pre release 2 rates:

Time to grow up

bonemeal consumed

Bonemeal use rate (per sec)

Dispensers Used

2:01

9+9+0+0=18

0.149

2/4

2:07

0+0+9+9=18

0.142

2/4

2:08

9+9+0+0=18

0.141

2/4

1:58

12+7+0+0=19

0.161

2/4

Note that this was with the regular {Age:-24000}, like if you were to breed two sheep. The longer you set this to be, the bigger the difference will be between the two tables (since 1 eat = -10% of remaining time).

It is not the same two dispensers that is doing all the work for every sheep, but it is always a set of dispensers that are set 2 game ticks apart, never ones with 1 game tick difference.

TLDR: Wool farms are twice as slow post 21w39a with (natural base game) baby sheep taking 54% longer to grow up (average fraction of the data above).

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It appears that the migrated comments failed to be imported over. However MCPE-146021 is NOT the underlying issue, it was only used to demonstrate the effect clearly were “it is just the pre-village terrain” had no possible impact.

MCPE-144065 was related as well (Also failed to be imported over)

Another seed sample: 5522097637374906231 as shown at 3:36
https://youtu.be/3gh0j086z2w?si=yCSqxYHZk4Wr0cI7&t=216

Speedrunners and raid farmers both use this to their advantage.

This has been the case since MC 1.14 when raids were added. Basically the raid wave spawning rules is various sizes of circles with top block (sky access) determining y height, forming a cylinder of locations. Mob detection range is a sphere, so like putting a ball down a tube, the space below and above the tube yields the results in the OG report.

CAUTION IF CHANGING CODE:
During the development of 1.14, there was tons of bugs regarding "endless" raids due to wave members falling into caves or wonder far in the opposite direction out of render/sim distance. The current setup was a patch to address that issue. So any new changes need to keep that in mind.
See MC-151014 for example (as well as the ringing bell highlight feature)

Bug can be re-closed as fixed as of Minecraft snapshot 23W12A where it now matches what was shown off during Minecon Live 2022 as described in the original bug report. 

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Between the time of creating the video to now, I had updated all my drivers etc. to try and fix a bug in a different program. I'll keep an eye out when it happens again to be sure to record it once more.

Minecraft Beta - 1.18.20.21 has added 2^64 seeds to bedrock so the Resolution of Works As Intended is no longer true and should closed as fixed.

https://feedback.minecraft.net/hc/en-us/articles/4423151445901

This bug report should be reopened. Got another example (found by crackedMagnet) .  MCPE-146021 is a correlation, not the causation. Although there was a 5 block floating island that caused the outpost top to generate near surface level the supports stop at y0 proving that it can't generate below y0.

Seed:

44434767

/tp 501 200 -1051

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This bug report should be reopened. Got another example (found by crackedMagnet) .  MCPE-146021 is a correlation, not the causation. There was no floating island/blocks that caused the village to generate at y 63.

Seed: 2563126

/tp 181 200 -1029

Version: 1.18.2 

If this is intended then this should be marked as a parity issue with java.

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Can confirm bug existence in v1.18.2

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Seed: -361550303 (This is edited, I had the wrong seed here, now it is correct)

/tp 4000616 90 -8984

Video Proof: https://youtu.be/4mHVaS0ZGlY

Even though the world generation in 1.18 refreshed where things does, it still happens (just at a different spot/seed)