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pine1needle

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MC-265280 Mobs sometimes become invisible when you join a singleplayer world Fixed MC-264657 Absorption gold heart refilling is determined by whether the low level and the high level have the same hideParticles parameter Fixed MC-262873 Filling a volume with void_air leaves a grid of ghost blocks behind Confirmed MC-262575 Company names are still inconsistent in the credits Fixed MC-262208 In the credits, "Lionbridge" is misspelt in one place (no "g") Fixed MC-251824 Wardens aren't angered by being hit with damageless projectiles Fixed MC-249632 The Darkness effect is not required for the "How Did We Get Here?" advancement Fixed MC-249184 The mangrove fence recipe is not grouped with the fence recipes of other wood types Fixed MC-241736 Company names are still inconsistent and partly misspelled in the credits Fixed MC-241733 In the credits, "Insight" is misspelt in one place Fixed

Comments

On the 17th time that I created a world with the specified seed, this error (java.lang.IllegalStateException: onTrackingStart called during navigation iteration) finally appeared in the log. The error from MC-265239 also appeared in the log during this world creation.

I added the reproduction steps from MC-265289 to this report because those steps are how I reproduced this issue.

While I was attempting to reproduce MC-265289 (in 1.20.2 pre-release 2), the first 5 times I created the world, neither the error from this report nor the error from that report were in the log. On the 6th attempt, the error from this report (java.lang.IllegalStateException: recursive call to sendBlockUpdated) was logged, but the error from MC-265289 was not logged.

Other mobs that I have noticed become invisible after joining a singleplayer world include cows, llamas, skeletons, iron golems, and villagers. I have also noticed that villagers can become invisible when they are cured from a zombie villager into a villager.

I deleted most of the region files in the world before I zipped it so that the zip file would be small enough to upload as an attachment.

Can you please explain the issue in more detail and perhaps attach a screenshot? It's not clear what the bug you're reporting is.

I agree with @unknown. When searching for recipes, items whose names exactly begin with the search query should appear first, and items whose names merely contain the search query should appear second. Within each of those categories, recipes should be sorted alphabetically. This is similar to how sorting for command autocomplete was solved in MC-182309.

However, the 1.20.2 pre-release 1 article mentions that it is desirable to not overwhelm new players with many recipes that they have never seen before.

This will enable experienced players to find the recipes they are looking for (even if it hasn't been unlocked yet) without overwhelming new players

To fulfill the needs of both experienced players and new players, perhaps a new option should be added to the game settings that determines whether search results can contain recipes that haven't been unlocked yet. This option could default to off so that new players wouldn't be overwhelmed by many unfamiliar recipes in search results, but experienced players could toggle the option to on. This would be similar to how the "Operator Items Tab" option was added to the "Controls" settings menu in 22w45a to allow convenience for experienced players without overwhelming new players.

I can confirm that the slider indicators are missing for the high contrast resource pack in 23w31a. I've also attached a screenshot of what the sliders used to look like in 1.20.1 for comparison.

I can confirm that following these reproduction steps results in an error being logged. But to clarify, is the expected behavior for the command in step 1 to fail?

I tested this by trading with 5 plains librarians until they were all master level. The first one I traded with had two Bane of Arthropods IV trades, for 52 emeralds and 41 emeralds (before discounts). The next 3 librarians did not have any duplicate trades. The last librarian I traded with offered Bane of Arthropods V for 19 emeralds and Bane of Arthropods III for 20 emeralds.

I have encountered this issue after obtaining absorption from golden apples and enchanted golden apples too, not just with the /effect command. I updated the title to reflect this.

This report is intended to be a successor of MC-88694 because the behavior of that bug changed significantly in 23w31a.

Indeed, the fix of MC-202432 has made MC-128682 have less of a bad effect, but not gaining any absorption from a regular golden apple if you currently have between 0 and 2 gold hearts left from the enchanted golden apple still feels like a problem.

I don't have time to edit this report and/or make a new report right now, but I will decide what to do at some point soon and then do it.

I tested this in both 1.20.1 and 23w31a. It occurs in 1.20.1 but not in 23w31a, so it was indeed fixed in 23w31a.

When I searched for a report before creating this one, I found MC-240692, which sounds similar, but that report was resolved as "Cannot Reproduce". (I did not find any other reports that seemed similar to this issue.)

The description of this report needs to be updated. Unfortunately, I don't have time to update it right now. Instead, I'll attach the script that I have been using to find unique parenthetical text in the credits:

[media]

Thank you for your report!
We're tracking this issue in MC-259107, so this ticket is being resolved and linked as a duplicate.

If you would like to add a vote and any extra information to the main ticket it would be appreciated.

If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.

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I tested this in 1.19.2, 1.19.3, and 23w05a. In 1.19.2, a zombie with CanPickUpLoot set to 1b is able to replace a leather tunic it is already wearing with an iron chestplate. In 1.19.3 and 23w05a, a zombie with CanPickUpLoot set to 1b will hold the iron chestplate in its hand instead of replacing the leather tunic. Providing the zombie with a wooden sword too causes it to juggle the sword and the iron chestplate.

Could you please attach a second video that shows you demonstrating the bug, but this time have the F3 screen open?

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