mojira.dev

wilmerkardell

Assigned

No issues.

Reported

MC-297975 Undyed Bundle palette is mismatched Duplicate MC-268814 Quick Charge has no effect on Bows Invalid MC-261262 Raiser and Wayfinder smithing templates are offset by one pixel Fixed MC-171934 Fungi cannot be placed on Mycelium Duplicate MC-171920 Duplicate Stripped Warped Stem Textures Duplicate MC-171919 Inconsistency: Lava spreads fire to Crimson Roots and Crimson/Warped Stems Duplicate MC-171918 Fire Charges can be used on non-solid surfaces Duplicate MC-146350 Splash water bottles do not put out fires Fixed MC-135522 Shadow problem with 3D models Confirmed MC-132147 Skeletons, strays, wither skeletons, pillagers, illusioners and piglins use bows underwater Works As Intended MC-60642 Structure Generate Weirdly Duplicate MC-57824 WaterBreathing+NightVision Water inv. Works As Intended

Comments

Similar, probably related issue with enchantment glints.

gamerule.disableElytraMovementCheck is currently "Disable Elytra movement check" (don't know if this was changed at some point).

Still current as of 24w13a.

As Tis_awesomeness said; the changelog says as much, and the change extends to ones not explicitely mentioned. This is now the ONLY projectile enchantment that does not work on both.

Can confirm 24w06a - Seed: -7877430694532488779 (with all experiments enabled), Coords: -36 74 39

I definitely agree this one does no harm, it's like a fun easter egg. Congratulations player, you found the one in a million chance 6 tall cactus!

I agree with FireLiz; if you place in the template first, then the other materials, and then remove the template, the same "effect" can be reached on Java Edition, thus the Java Edition implementation is really weird (and mostly an annoyance) in my opinion.

One additional note for the reproduction. For regular boats, there needs to be water infront of the dispenser, or in the block below the block infront of it, so that would be something required here as well. Never-the-less, even with water, the Boat with Chest is not placed.

I wonder if the empty maps are an intended feature in case of failing to find a treasure chest close enough, such as in cases where there are no buried treasure like in single biome ocean worlds, though it seems to be triggering even when this is not the case. I can't imagine the maps still being named 'Buried Treasure Map' is intentional however, and occurs in said types of single biome worlds as well. These may be two seperate bugs.

Ran into this exact issue on 21w16a, using the co-current official Cliffs & Caves preview datapack. (Not a custom datapack.)

Seed: -5012719132029526681
X: 2327 Y:1245 (Dim: Overworld)
Going further west crashes the game (when a desert biome is loading.)

(Disregarding the shaping of the snow-section and only looking at the dirt-texture,) still not fixed for Mycelium in 21w11a –

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I'd add two additional notes:

  • This also affects when mycelium spreads to dirt, though less noticeable as you wouldn't be looking at it much.

  • The green pixels at the border between the snow and dirt textures make it somewhat grass-specific, as the green element comes neither from the dirt, the snow, or the mycelium, but from grass.

Another way to demonstrate this is to have a small dripleaf where only the bottom half is in water (and not surrounded by water source blocks), and break the upper half. This clearly demonstrates the water being deleted, as there's no new source being formed.

This is caused by Soulsand not being a full block; the player is sunken down a little bit into the ground, as can be viewed on the Y coordinate in the F3 menu. With F3+B to show hitboxes, you can see the bottom of the hitbox is touching the lava.

This also applies to Farmland and Grass Paths, though they are open step higher up, and from the look of the hitbox, the player is not in the lava. Likely the lava hitbox is not at the same level as it is visually, and rather is likely a full block in height.

[media]

This also affects:

  • End Stone Slabs (Should be Hardness 3 and Blast Resistance 45)

  • (Mossy & normal) Stone Brick slabs, (Smooth & normal) Granite, Andesite, Diorite & Stone slabs, Prismarine (Normal, dark & brick) slabs, and Purpur slabs (Should be Hardness 1.5 and Blast Resistance 30)

Currently all Stone-type slabs inherit the Hardness 2 and Blast Resistance 30 of Cobblestone.