@@river559i assume this is some bedrock jankiness? Since Java doesn't have a a limit to directions, except the double limit but hitting that is more io less impossible and would crash the game.
One of the funniest bugs for me was one where if a player died, sometimes they would respawn with their player model looking like it's tilted way to the side like the end of the death animation. It was just a visual bug, but it looked real goofy seeing players running while basically sideways. I don't remember what Minecraft version it was tho, it was years ago.
2:00 when you relog there's a small window of invincibility that negates all kinds of damage, not just fall damage. I believe it was intentional so it's not a bug
Yes, it is intentional. I've heard Jeb talking about it in one of the videos but I don't remember what video it was. Edit: It's called spawn protection and was added in 1.3.
I think the most interesting one for me was the glitch where when you took damage the screen would tilt to the right, even though in the new updates they finally patched it and now the screen tilts opposite from where you took damage from.
@@CLKiscoolNo, it was a bug that broke in 1.3 I think (since that was the update when the server and the client were separated and know even single-player worlds run a server and the front-end is the client), funnily enough it worked well in the older version but in that same version when connected to servers it showed the same issue Also, it isn't fixed in bedrock edition yet, which it's sad
@@charautreal This. 1.3 broke many many things when they moved everything to be server based. I wish they would fix all the small details that were lost to it. Like the ghasts puffing up before firing, or like the mentioned minecart turning your head.
A lot of these bugs have been in so long, they feel a lot like features at this point. Honestly interesting how most of these bugs subtly affect things you do all the time, like breaking blocks (hope they don't fix the minecart momentum bug though, it's fun stacking tnt minecarts and letting them roll off until they blow something up)
the fall damage negation "bug" is actually a feature, you just have some seconds where you don't get ANY damage at all after loading into the world to prevent you getting killed while you are loading servers could technically just disable that if they want tho
yeah, worth noting that disabling it requires a plugin or a mod, unfortunately, no entry in server properties and no game rule… I did it as soon as I saw a player constantly rejoining to swim in lava in the Nether indefinitely (by the way the damage negation time is exactly 3 seconds but some of that may be spent loading) another interesting bug that I saw players use is making water bucket clutches easier, if you rejoin before hitting the ground in multiplayer, you will still take all the fall damage, but your velocity is completely reset to 0 0 0, thus giving you more time to react, I fixed it on my server by saving players' velocities to a database when they leave and when they join I just send a velocity update packet back to them
@bujustic No, it's an exploit. There is a difference. The behavior itself is not broken. It is working as intended. Players are just using it in unintended ways.
@bujustic No, an exploit is when players are using (exploiting) an intended game mechanic to do things the developer didn't intend. Hence, the name "exploit." A bug is a fully unintentional thing, the game simply isn't functioning correctly in the first place.
Villagers not being able to navigate 3+ story buildings and getting stuck on trapdoors/doors/fenceposts is the bane of my existence trying to build living cities
@@thetheatreorgan168 no, it's a Java probablem with their path making. It's documented on the bug tracker under a handful of specific reports. Essentially, 3 story buildings are doable with the correct layout, but because they'll be tracking distance from village centers along diagonal lines, they can frequently get stuck on the 2nd floor, because they'd have to walk *away* from the center to go downstairs. An interim solution is to elevate a bell an extra block, and keep all staircases on the side of the building closest to the bell. Also, floors that are more than 3 blocks high can be very tricky where they don't actually check high enough to find beds/workstations
@@hello-ji7qj it's very tricky to do so, because you can't quite do any realistic scaling, and you can easily break them if you put a workstation in the wrong spot
soulsand is an intentionally shorter block to mimic the grabbing drag from the souls you step on. lava has a tendency to grace player hitboxes. the lava hitbox is above the hitbox of soulsand and this making you get hit. i wonder if its the same with mudblocks since they work similarly! hoppers can grab items through soulsand and mud, so i think it should work
It is amazing how that update is still infamous for just sucking. They "fixed" all singleplayer/offline exclusive bugs...by deleting the singleplayer/offline.
@@lpfan4491 actually, people don't bring up this update that often. I almost never saw anyone discuss the broken features of 1.3 or even realize that they were all bugs. Maybe because it's that old already. I remember when I made a post on Reddit that they finally fixed the Nether portal fade-out, and almost all the comments were about what they thought it was a feature.
@@MishaGold I mean, yeah. Of course it is because it is that old. A good amount of people didn't even start playing until after the change happened and not everyone checks the wiki for bugs.
The reason you take damage from stepping on soul sand near lava is because the soul sand is about a pixel lower than a normal block. Because of this you hit box goes 1 pixel lower below the block which is just enough to touch the lava. Overall great video though!
@@DessertArbiter You can literally see in the video that his hitbox goes inside the lava when standing on soul sand. It's not unintended. The same thing happens with path blocks and farm land. The only difference is that soul sand is visually a full block while its hitbox is a pixel shorter unlike path blocks and farm land which are also visually 15/16 of a block tall.
@@Bonniethebunny It doesnt suck you down. Soulsand is just a pixel shorter then a full block.Dont judge blockheights according to visuals, visuals in minecraft are inaccurate in many cases.
@@jondorthebrinkinator just because soul sand is intended to be shorter does not mean this interaction was intended. If this was an intended mechanic, this issue should be closed as "not a bug/intended behavior/will not fix", rather than left open. Leaving it open implies it is an unintended behavior that has not been corrected.
It is intentional people are just angry about it for they lose stuff to lava allot because they are dumb enough to forget that soulsand is 1 pixel shorter, him having the hitbox on shows that soulsand is a pixel shorter and happens the hitbox enters the lava hitbox.
@@bestage9429 Thats because people hate that its a feature and deny that it is a feature so they keep reporting it as a bug even though Soulsand has had that property ever since the Nether was added back in Beta. People just don't understand. Mojang is likely just letting those reports stay unmarked for they know that people just will not understand that its intentional. If anything the same thing happens if you place a path block or farmland next to lava, they are also 15/16th of a block, Soulsand just happens to not look 15/16th of a block.
5:40 The reason that isn’t fixed is likely due to the fact that it is not a Minecraft related issue. A lot of games have that problem where if you don’t calculate projectile movement in ray casts or substeps, they are liable to clip through walls. Games only calculate collisions if the colliders on the objects overlap. Fast moving projectiles have a tendency to be on one side of a collider on one frame, then be on the other side the next frame. Fixing that would likely require rewriting essentially all of the movement script for arrows.
"games only calculate collisions if the colliders overlap" to determine if the colliders overlap in the first place the game must calculate the collisions. They only raise an event or callback when it happens. But yeah Mojang would have to extend the bounding boxes themselves to 4D. You could probably put the discrete velocity in the homogenous coordinate and just solve for t against a plane. There are examples on Shadertoy of all out 4D rendering
At 6:43 you clearly see that the player's hitbox is indeed inside the lava though, so I don't see why this would be a bug. Soul sand is simply not a full block.
The bug part is more it's unintended. If it was intended the bug report usually gets resolved as intended. The lower block is why it happens but it's the same as when you shift on a block and walk over the lava while being over the lava your not suppose to get hit. So while the hitbox is in the lava the question is Does mojang want that to be how it works or not
A bug I found is that when I launch Minecraft on any version, all my clocks move forward by several hours and I get tired. Oldest bug in Minecraft if you ask me
The reason Beta 1.6 block particles are correct is due to the fact that in that version block breaking would use the side textures. I remember some time around Beta 1.7 or 1.8. that Notch intentionally made it so the blocks use the bottom texture when breaking, so I don't think it's so much of a bug just an oversight.
@@danese1636 i think it was either of two things: * Had to be done (at the time) as a workaround to the fact you would get missing texture particles when breaking doors (which did happen around that beta 1.7 - 1.7_02 time) * With the side texture you would get the bright green default grass which wouldnt match the grass in different biomes
7:04 Block particles are specified separately. Despite it being listed as unresolved, this is very much how block particles are meant to work. This is especially the case, because I don't think the color of grass can apply to particles. Just because it's unresolved on the bug reports doesn't mean it's necessarily a bug.
@@jordanwardle11 It's more like a quirk than a bug. "bug" implies it's unintentional, which it isn't. Not only that, but the video implies it uses the bottom texture of a block by default, which just isn't true. The particle texture is specified in the block model.
6:20 This also leads to an interesting bug where you can stand on soul sand (or any block shorter than a full block), place iron bars (or glass panes) next to it and you will clip into the iron bars, meaning that when you walk into it you will fall through it, and, if there's a 1-block space below it, get forced into crawl mode.
That's because iron bars and glass panesare placed a few pixels higher than normal blocks and since soul sand is 1 pixel lower than other blocks, it creates a pixel height high enough to force you to crawl through it
Another really old bug is the ghast inflating animation. Back in 1.2.5 worked properly (ghasts would inflate and stretch before shooting), as they merged client and server it broke and never got fixed. Also would be cool another video with all the bugs that ppl reported in the comments.
7:49 this is actually because after you break the snow block, you begin breaking the grass block immediately afterwards, even in creative, which appears to be below the broken block on your crosshair, which is why you see one or two particles appearing
I have to say some of these are features malinterpreted as bugs by the community back then, like soul sand being a pixel short and thus having smaller hitbox than lava or the immunity frames that nowadays we perfectly understand what they are and why they exist
@@NotTheBomb when you log into a world you receive 3 secs of immunity frames, this to avoid unfair deaths and the like. This has been exploited by the community but won't be changed due to it being a basic feature
But they still are bugs because the immunity frames shouldn't be used to save you from a fair death and the soul sand being a pixel shorter wasn't intended to let you burn in lava from standing on soul sand. Just because we know why a bug happens doesn't mean it's not a bug
2:08 This is because of 3 seconds spawn immunity which were invented in 1.6 I think. They make so that the first three seconds after entering a world you can’t take damage so you wouldn’t die from something you didn’t know of. It’s not a bug but a feature
@@invis_potion That is because the spawn invincibility starts from the moment you click on the server so if you have three seconds loading screen you can take damage.
for the last bug, if your struggling with this issue, the item is normally located on top of the block it falls from, i see this most often when cutting trees and the saplings fall in this loop, just go to the top of there fall and pick them up
The bug about hitting entities through walls has now been fixed in recent 1.20.2 snapshots! Little bit late but mobs can no longer hit you through fences, doors, glass panes and more!
@@Eyevou It's weird but at least it's fixed, maybe they were bringing their attention to older bugs, a couple of mob ai-related issues have been fixed recently I believe
I've always though MC-3059 was intentional since I thought it was shooting throught the holes in the door, but that is aiming due to aiming for the head
There's another "bug" I can think of that kind of lets you sprint-sneak. If you sprint directly into a sneak, then start jumping while holding forward, you travel much faster than if you were just normally sneaking and jumping
Quasiconnectivity, or that weird thing with pistons where they sometimes don’t recognize they are being powered until you update them, is a really odd bug that came about because they were trying to stop sand duping. It was used so heavily in redstone (and to some extent, still is) that when Mojang announced they were fixing it, everyone started loosing their collective shit. They decided that it is no longer a bug LOL.
6:49 is a hitbox thing, your players hitbox is actually in the lava, which tells the game to deal fire tick damage, despite you not actually being in the lava.
11:34 my singleplayer world usually kicks me out for inactivity, especially when I press F3+A to reload chunks. My PC lags a lot and the first time my SP world kicked me as a multiplayer server it really made me tweak lmao
Man, the item rubberbanding I recall well. Nothing like cutting down trees, having the leaves decay, and watching the same sapling fall many times before you can actually pick it up.
There's a bug that was opened on the tracker over ten years ago (April 27th 2013). When Zombie variants (Husks, Drowned and ZPiglins) are damaged and summon reinforcements nearby, the reinforcement should be guaranteed to be of that type (e.g. Husks only summoning regular/baby Husks), but rarely it is a regular Zombie instead. This is extremely annoying when afk-killing ZPiglins on a Gold Farm in the Nether, and a Zombie suddenly starts attacking me because it spawned somewhere around. It baffles me how this could possibly be hard to fix.
Another bug I've noticed is paintings, sometimes if you break a painting, the item will just appear in a random place and it's not just a visual bug, a few times I've had to go searching around my Minecraft house trying to find where the item went
i remember when minecarts rotated your camera, the good old times on playstation 3 lmao, was really helpful because you didnt have to move the stick every time the rollercoaster you built went around a corner. and i would love that back, maybe with an option to toggle it on/off
11:55 In the legacy editions, this is identical! You dont even need to kill the mob, all you have to do is ride it away and the lead will detach but still keep the lead aesthetic! :)
The reason zombies can hit villagers through corners is because their hit box can phase through, but they do it consistently because the area that phases is so small that it requires lots of precision to do manually (as a player) whereas a zombie is coded with an attack radius
The fall damage bug isn’t necessarily a bug but a feature. Upon joining the world. You are invincible briefly. If you are on a server and spawn protection is off. This also disabled this feature (with its primary feature being blocks being breakable)
2:30 The fall damage isn't calculated until you wake up. So if you wake up on the ground, you take full fall damage-- no reduction, and for a distance about half a block longer than if you landed on the bed. If you wake up on top of the bed (for example, if it's floating above the ground) the fall damage is reduced the same as if you'd directly fallen on it. Also, water is normally more practical than healing potions as a way for a second player to help you survive after falling into bed. More commonly carried, reusable, and it allows surviving any drop distance.
The momentum bug has existed since Minecarts were first added. That's how the old Alpha and 1.2 Beta boosters were made: 2 rails next to eachother, as a minecart drops down a sloped rail next to a minecart on the other rail, thier hotboxes collide and both try to push eachother away in the same -> direction, causing them to accelerate.
You forgot the bug that allows piglin gold farms to exist. Zombie piglins are only supposed to drop items & exp when killed by a player or wolf. However when you aggro 1 zombie piglin, the others around it will aggressively as well. The game seems to think since they are aggro towards you, you must have hit them. This allows them to drop items regardless of player interaction at all. Thus piglin goldfarms can be made. Quite broken if you ask me. I think they even said they are trying to patch it at one point
Only the xp drop was a bug, which was patched a few updates ago. Mobs always drop items upon death regardless of player interaction. The gold farm was a nice sideaffect of the xp farm, and still works though is nowhere near as powerful before the nerf.
6:20 This bug occurs because the soulsand doesn't have the same height as a normal block, so that when you walk on it from another block it looks like you fall an inch. You can see this bug in the beta version of the Nether update. Edit: 6:44, you can actually see the player hitbox fall lower than the block and into the lava.
soulsand bug is intentional (semi) isn't it? soulsand has a short hitbox (for whatever reason) and the lava happens to be taller, its like if you had lava blocked by signs and stood next to it, but at a glace it looks like the lava should be below you
One bug i remember (i don't exactly know if it still works), was creating custom tipped arrows. Take for example, if you get hit by an arrow of harming 2, you'll lose more hearts than a regular arrow. If you make a tipped arrow with harming 3 or more, it deals the same amount of damage as a regular arrow. This has the same for arrows of healing. The last time i reported this issue was back at 1.16.5
You know how to make content its undeniable. Your channel and videos are entertaining, interesting, viewer attractive and sometimes very important. You hit your gold spot, even if you don't feel like it. good job and I already know its an amazing video
the minecart bug reminds me of building minecart booster contraptions and setting up circuits of minecarts that were always moving. You'd just wait for it to come by and hop in as it passed.
I’m pretty sure that the soul sand bug is a feature, as the soul sand block is actually shorter than regular blocks. you can tell by the way the character dips down when you were walking on and off the gravel
i have experienced this strange glitch on minecraft java where when your launching the game, the loading bar will go WAY off the screen and then jump back to the beggining- im not sure if this is new or old but its interesting to say the least
im surprised no one has brought this up yet, but creative mode block particle "bug" isnt a bug. basically, when you break q block in creative mode, you break it instantly, so if you press down for slightly longer, but not enough to break to block below, said block will also release some particles, just as if you were hitting it in survuval
The disconnect glitch occurs when joining a world, the game gives you 3 seconds of invincibility, which is used a lot in prison escapes and escape rooms (escapes not the actual intended method) I don't think it should be counted as a bug since it is quite easy to fix at the cost of no invincibility when first joining a world, but they could also make it if you're joining an already existing world or your player has data from that specific server if doesn't apply the invincibility, but they just haven't done anything, which is why I feel as if it's an intentional feature. But whatever it's my own opinion. Also the soul land lava thing is because soul sand is shorter than a regular block, which is why as shown in the clip the player falls down slightly and gets in contact with the lava. Hence that is also the reason soul sand (and honey) doesn't obstruct your respawn point and instead will spawn you on top of it. And the ender pearl glitch occurs as ender pearls teleport your feet so as to not bury the player when it lands. (Feel free to tell me if my statement has any errors in the replies thingy)
Redstone block update is actually part of the oldest bugs, but since then we assumed it's a feature and proceed to build cool contraptions that relies on it, and we wish it'd never be fixed.
These bugs sound like the SCP foundation in some weird way. "MC-63: The Duplication Exploit" "To re-create this bug, you must save your inventory, then crash your game after you die." "Status: unresolved" "Bug Class: Game Changing"
"MC-2023: The Ghost Block Bug" "It is possible to create a block that doesn't really exist beyond your imagination" "Status: unresolved" "Bug Class: Minor"
The soul sand bug is an intended feature (I don’t remember if it was intended when found) because soul sand is a few hit box pixels smaller than a normal block.
While playing on a server which was run by a friend, I noticed that the last bug would happen fairly frequently. My solution is to go to where the item is dropping down from to pick it up.
The zombie and soul sand bugs were probably caused by hitbox issues, where the zombie’s hitbox clips through the thin wall and the soul sand is 1 pixel shorter than other blocks
Interesting this pops up as I just found a really trivial but unfortunately very specifically annoying for me bug. Maps' "you are here" markers when placed in an item frame are staying on the map when you pop them off, and I'm trying to use maps to get the lay of the land for a build and they're getting cluttered with markers. This bug started in 1.19.
Probably the bug I despise the most has to be how new villagers select work stations, because a newly born villager will not register whether or not a work station already has a villager assigned if the new villager was not alive when the old villager selected that work station, it’s how I end up with like three extra fletchers who walk around as unemployed leeches cuz their trades can’t refresh due to them having linked to an already claimed work station I hate locking up all my villagers, but when the alternative is the children glitching out and trying to steal jobs from other villagers my hand ends up getting forced
I don’t think the soul sand or the mobs being able to hit people through blocks in specific scenarios are bugs Firstly soul sand makes the player move down by a couple pixels so if this happens next to lava you hit box is partially in the lava so you take damage. As for being able to hit people on block corners and through panes of glass, it is simply because the player or mobs hit box creeps through the side or corners of the block. (I was actually able to take advantage of this in a pvp mini game where I killed someone with a bow who was building around themselves. I felt pretty cool after that). I could see how many people consider these bugs, and maybe they are, but I attribute them to the simple and sometimes janky rules of Minecraft rules made a long time ago that don’t really take into account of other things or future additions. This is by design, to me, as Minecraft has always been about simplicity breeding complexity. Idk what do you guys think.
The arrow through door trick I always thought was a feature for at least 10 years now. I can remember playing on servers a long time ago and confusing the hell out of people with it because they didn't know it was possible.
6:20 Tbf the 'soul sand bug' in my opinion really isn't a bug. The reason is because that it just makes sense from a gameplay standpoint and is not unusual like most, if not all, bugs tend to be. Upon standing on it, soul sand just lowers your hitbox to a point to where you're basically lower than the highest level of an adjacent liquid source. You might as well be standing on a bottom half slab next to a lava source block. Just clipping the lava even a little bit, regardless of how you touch it will result in you taking damage which makes sense. It's weird to call it a bug in your video when you've clearly shown that your hitbox is making contact with the lava.
Playing on bedrock (at least on ps4) sucks as a 2 player, you can’t use a shield because whenever you look in the direction of the other player (even if they aren’t in your direct view) the shield glitches out and just takes up the entire screen and makes it unplayable
My favorite glitch was from minecraft pocket edition, which probably wasn't discovered by me, but I found it myself without any help. So, back in the early days of minecraft pocket edition, there was a multiplayer dupe that worked everywhere. It utilizes the feature that lets you take a stack (not 64, but just more than 1) of items by holding it down but if a friend started taking some of the items one by one while you were doing that it would duplicate those items.
That brings back memories. I didn't know that method worked. Basically anything you did that resulted in two or more people taking the same item at the same time would result in duplication. Our initial strategy was just to have everyone take as many items from a particular stack as they could, all at the same time, then put them all back in (at different times, because the glitch worked in reverse as well) and repeat. Later, we realized that it works better to have one person with a device in both hands taking items either one at a time or all at once - though if two people tried taking the whole stack at once, but one finished before the other, only that person would get them.
The enchantment bug also works in bedrock edition and is very useful in trident killers, if you hold looting 3 while your trident kills the mobs then the looting 3 is applied to the trident too
It'll be pretty hard to fix the soul sand lava bug. Either they change the height of soul sand which breaks a lot of farms, or they change the height of lava which breaks farms as well
Make sure to subscribe! Come join my discord, we have a bot with over 400 obscure minecraft facts!
discord.gg/WGc9UNM
*Can all of the reply’s get the same amount of likes?*
Bread 👍🍞
no
Yes
are you challenging me?
The Mine cart momentum bug is also the same bug that can create massive explosions with the TNT mine cart.
Which is one of the ways to get trapped above the sky limit. I can't tell you how many times I got glitched up there from TNT carts lmao
@@river559i assume this is some bedrock jankiness? Since Java doesn't have a a limit to directions, except the double limit but hitting that is more io less impossible and would crash the game.
Which is the same way I make some of my bases, by blowing up tnt mine farts in a mountain
@Tikam10 hey this was recent
@@endersand5211 yea
One of the funniest bugs for me was one where if a player died, sometimes they would respawn with their player model looking like it's tilted way to the side like the end of the death animation. It was just a visual bug, but it looked real goofy seeing players running while basically sideways. I don't remember what Minecraft version it was tho, it was years ago.
that just happened to me the other day in 1.19
I suspect it's still a thing. Seems like an animation bug.
way back in beta/alpha
@@burp2019 I experienced the bug around once every 2 years until I stopped playing a couple years ago.
This happens all the time in hypixel skyblock, and every time it happens I fear a wipe
2:00 when you relog there's a small window of invincibility that negates all kinds of damage, not just fall damage. I believe it was intentional so it's not a bug
I also believe it was intentional because when the world is still loading the player can fall to their death if above a lava pit or high drop
it works great on singleplayer. but that invincibility doesnt work properly on servers.
Yes, it is intentional. I've heard Jeb talking about it in one of the videos but I don't remember what video it was.
Edit: It's called spawn protection and was added in 1.3.
Intentional! When i joined my friends pvp server i could not hit him until a few seconds after its a feature and this time a real feature
Yea it is called spawn protection
I think the most interesting one for me was the glitch where when you took damage the screen would tilt to the right, even though in the new updates they finally patched it and now the screen tilts opposite from where you took damage from.
not really a bug or glitch though, it wasnt patched, just the feature of damage tilt was changed.
@@CLKiscoolNo, it was a bug that broke in 1.3 I think (since that was the update when the server and the client were separated and know even single-player worlds run a server and the front-end is the client), funnily enough it worked well in the older version but in that same version when connected to servers it showed the same issue
Also, it isn't fixed in bedrock edition yet, which it's sad
@@charautreal This. 1.3 broke many many things when they moved everything to be server based.
I wish they would fix all the small details that were lost to it. Like the ghasts puffing up before firing, or like the mentioned minecart turning your head.
@@charautreal this change is likely the reason you also get kicked for spamming in singleplayer
It still feels wrong for me for the damage tilt to not be to the right
A lot of these bugs have been in so long, they feel a lot like features at this point. Honestly interesting how most of these bugs subtly affect things you do all the time, like breaking blocks
(hope they don't fix the minecart momentum bug though, it's fun stacking tnt minecarts and letting them roll off until they blow something up)
yeah I agree with the 2nd paragraph
I also don’t want the particle texture fixed, bcuz that chest accurate particle was ugly as hell
I see you everywhere omg
I honestly didn't know that some of these were bugs, this video was so nostalgic
league of legends is that game, where every bug is a feature at this point, there is like thousands active bugs yet game is super popular
the fall damage negation "bug" is actually a feature, you just have some seconds where you don't get ANY damage at all after loading into the world to prevent you getting killed while you are loading
servers could technically just disable that if they want tho
an unintended consequence of an intentional feature is still a bug, in fact that's where most bugs come from
yeah, worth noting that disabling it requires a plugin or a mod, unfortunately, no entry in server properties and no game rule…
I did it as soon as I saw a player constantly rejoining to swim in lava in the Nether indefinitely (by the way the damage negation time is exactly 3 seconds but some of that may be spent loading)
another interesting bug that I saw players use is making water bucket clutches easier, if you rejoin before hitting the ground in multiplayer, you will still take all the fall damage, but your velocity is completely reset to 0 0 0, thus giving you more time to react, I fixed it on my server by saving players' velocities to a database when they leave and when they join I just send a velocity update packet back to them
@bujustic No, it's an exploit. There is a difference. The behavior itself is not broken. It is working as intended. Players are just using it in unintended ways.
@@evdestroy5304 an exploit is a kind of bug that requires played input
@bujustic No, an exploit is when players are using (exploiting) an intended game mechanic to do things the developer didn't intend. Hence, the name "exploit."
A bug is a fully unintentional thing, the game simply isn't functioning correctly in the first place.
Villagers not being able to navigate 3+ story buildings and getting stuck on trapdoors/doors/fenceposts is the bane of my existence trying to build living cities
is it a bedrock issue? I’ve been able to make multistorey villager condominiums that they could navigate in Java
I want to build living cities, but can't seem to find anyone else's work to study from. Where do you suggest I look?
@@thetheatreorgan168 no, it's a Java probablem with their path making. It's documented on the bug tracker under a handful of specific reports.
Essentially, 3 story buildings are doable with the correct layout, but because they'll be tracking distance from village centers along diagonal lines, they can frequently get stuck on the 2nd floor, because they'd have to walk *away* from the center to go downstairs. An interim solution is to elevate a bell an extra block, and keep all staircases on the side of the building closest to the bell. Also, floors that are more than 3 blocks high can be very tricky where they don't actually check high enough to find beds/workstations
@@hello-ji7qj it's very tricky to do so, because you can't quite do any realistic scaling, and you can easily break them if you put a workstation in the wrong spot
@@thetheatreorgan168 MC-175984, MC-156764, and MC-158745 are all reports that discuss these issues.
soulsand is an intentionally shorter block to mimic the grabbing drag from the souls you step on.
lava has a tendency to grace player hitboxes. the lava hitbox is above the hitbox of soulsand and this making you get hit.
i wonder if its the same with mudblocks since they work similarly!
hoppers can grab items through soulsand and mud, so i think it should work
Its the same with every block that is shorter then a fullblock so mud works aswell.
A lot of game features were broken in 1.3.1, such as "Entering the Nether" text or correct Ender Dragon egg trail position.
Yeah, because 1.3 merged multi-player into single-player. Meaning every multi-player bug was added to single-player. Many of them still not fixed.
"all the features 1.3 broke" would be a cool video
It is amazing how that update is still infamous for just sucking. They "fixed" all singleplayer/offline exclusive bugs...by deleting the singleplayer/offline.
@@lpfan4491 actually, people don't bring up this update that often. I almost never saw anyone discuss the broken features of 1.3 or even realize that they were all bugs. Maybe because it's that old already. I remember when I made a post on Reddit that they finally fixed the Nether portal fade-out, and almost all the comments were about what they thought it was a feature.
@@MishaGold I mean, yeah. Of course it is because it is that old. A good amount of people didn't even start playing until after the change happened and not everyone checks the wiki for bugs.
The reason you take damage from stepping on soul sand near lava is because the soul sand is about a pixel lower than a normal block. Because of this you hit box goes 1 pixel lower below the block which is just enough to touch the lava. Overall great video though!
it's still an unintended behavior regardless
@@DessertArbiter You can literally see in the video that his hitbox goes inside the lava when standing on soul sand. It's not unintended. The same thing happens with path blocks and farm land. The only difference is that soul sand is visually a full block while its hitbox is a pixel shorter unlike path blocks and farm land which are also visually 15/16 of a block tall.
I think it's because when you stand on soul sand, it sucks you down a bit, and also makes you slower
@@Bonniethebunny It doesnt suck you down. Soulsand is just a pixel shorter then a full block.Dont judge blockheights according to visuals, visuals in minecraft are inaccurate in many cases.
@@jondorthebrinkinator just because soul sand is intended to be shorter does not mean this interaction was intended.
If this was an intended mechanic, this issue should be closed as "not a bug/intended behavior/will not fix", rather than left open. Leaving it open implies it is an unintended behavior that has not been corrected.
I always thought that the soul sand touching lava bug was an intentional feature, but I guess I was wrong
Yes because soul sand is 1 pixel shorter than other blocks right?
even if its intentional its still mad annoying lol
It is intentional people are just angry about it for they lose stuff to lava allot because they are dumb enough to forget that soulsand is 1 pixel shorter, him having the hitbox on shows that soulsand is a pixel shorter and happens the hitbox enters the lava hitbox.
It's still marked as an open bug though.
@@bestage9429 Thats because people hate that its a feature and deny that it is a feature so they keep reporting it as a bug even though Soulsand has had that property ever since the Nether was added back in Beta. People just don't understand.
Mojang is likely just letting those reports stay unmarked for they know that people just will not understand that its intentional.
If anything the same thing happens if you place a path block or farmland next to lava, they are also 15/16th of a block, Soulsand just happens to not look 15/16th of a block.
5:40 The reason that isn’t fixed is likely due to the fact that it is not a Minecraft related issue. A lot of games have that problem where if you don’t calculate projectile movement in ray casts or substeps, they are liable to clip through walls. Games only calculate collisions if the colliders on the objects overlap. Fast moving projectiles have a tendency to be on one side of a collider on one frame, then be on the other side the next frame. Fixing that would likely require rewriting essentially all of the movement script for arrows.
floating point numbers are quite the pain.
"games only calculate collisions if the colliders overlap" to determine if the colliders overlap in the first place the game must calculate the collisions. They only raise an event or callback when it happens. But yeah Mojang would have to extend the bounding boxes themselves to 4D. You could probably put the discrete velocity in the homogenous coordinate and just solve for t against a plane. There are examples on Shadertoy of all out 4D rendering
At 6:43 you clearly see that the player's hitbox is indeed inside the lava though, so I don't see why this would be a bug. Soul sand is simply not a full block.
The bug part is more it's unintended. If it was intended the bug report usually gets resolved as intended. The lower block is why it happens but it's the same as when you shift on a block and walk over the lava while being over the lava your not suppose to get hit.
So while the hitbox is in the lava the question is
Does mojang want that to be how it works or not
A bug I found is that when I launch Minecraft on any version, all my clocks move forward by several hours and I get tired. Oldest bug in Minecraft if you ask me
The reason Beta 1.6 block particles are correct is due to the fact that in that version block breaking would use the side textures. I remember some time around Beta 1.7 or 1.8. that Notch intentionally made it so the blocks use the bottom texture when breaking, so I don't think it's so much of a bug just an oversight.
Why did he do this though?
@@danese1636 i think it was either of two things:
* Had to be done (at the time) as a workaround to the fact you would get missing texture particles when breaking doors (which did happen around that beta 1.7 - 1.7_02 time)
* With the side texture you would get the bright green default grass which wouldnt match the grass in different biomes
the last bug is very common on falling leaves. stick just infinite dropping
or a sapling or an apple, this is annoying af, and this is more common on serwers trough
7:04 Block particles are specified separately. Despite it being listed as unresolved, this is very much how block particles are meant to work. This is especially the case, because I don't think the color of grass can apply to particles.
Just because it's unresolved on the bug reports doesn't mean it's necessarily a bug.
It's not that it is not a bug, more like that the time to fix a minor bug is not worth the potential to break the game.
@@jordanwardle11 It's more like a quirk than a bug. "bug" implies it's unintentional, which it isn't. Not only that, but the video implies it uses the bottom texture of a block by default, which just isn't true. The particle texture is specified in the block model.
6:20 This also leads to an interesting bug where you can stand on soul sand (or any block shorter than a full block), place iron bars (or glass panes) next to it and you will clip into the iron bars, meaning that when you walk into it you will fall through it, and, if there's a 1-block space below it, get forced into crawl mode.
Kenadian moment
Well, someone used F5.
That's because iron bars and glass panesare placed a few pixels higher than normal blocks and since soul sand is 1 pixel lower than other blocks, it creates a pixel height high enough to force you to crawl through it
Another really old bug is the ghast inflating animation. Back in 1.2.5 worked properly (ghasts would inflate and stretch before shooting), as they merged client and server it broke and never got fixed.
Also would be cool another video with all the bugs that ppl reported in the comments.
do not search up ghast inflating animation worst mistake of my life
@@blllk8189 It can't be that bad. OH GOD WHAT HAVE I DONE, THE SINS I HAVE COMMITED ARE UNFORGIVABLE
9:18 Никогда бы не подумал, что он вставит это
you said "bug" 108 times in this video
You had a lot of time on ur hands 😂
Someone fact check this
timecodes?
7:49 this is actually because after you break the snow block, you begin breaking the grass block immediately afterwards, even in creative, which appears to be below the broken block on your crosshair, which is why you see one or two particles appearing
the minecart POV one is fascinating, i always assumed it was an intentional change that i personally hated
I have to say some of these are features malinterpreted as bugs by the community back then, like soul sand being a pixel short and thus having smaller hitbox than lava or the immunity frames that nowadays we perfectly understand what they are and why they exist
Immunity frames?
@@NotTheBomb yes, time where u can' take damage for like 1/5th of a second.
@@NotTheBomb when you log into a world you receive 3 secs of immunity frames, this to avoid unfair deaths and the like. This has been exploited by the community but won't be changed due to it being a basic feature
Technically, it's a texel, not a pixel.
But they still are bugs because the immunity frames shouldn't be used to save you from a fair death and the soul sand being a pixel shorter wasn't intended to let you burn in lava from standing on soul sand. Just because we know why a bug happens doesn't mean it's not a bug
2:08 This is because of 3 seconds spawn immunity which were invented in 1.6 I think. They make so that the first three seconds after entering a world you can’t take damage so you wouldn’t die from something you didn’t know of. It’s not a bug but a feature
Strange because one of my friends died when they logged into our server from suffocation even though they literally just spawned in
@@invis_potion That is because the spawn invincibility starts from the moment you click on the server so if you have three seconds loading screen you can take damage.
@@mrtricklas Also you can disable it for servers via a game rule
for the last bug, if your struggling with this issue, the item is normally located on top of the block it falls from, i see this most often when cutting trees and the saplings fall in this loop, just go to the top of there fall and pick them up
You shouldve also looked at damage hurt animation bug, which affected pvp a lot and many thought it was a feature, but it was fixed in 1.20
How did it affect PvP a lot
@@asdawasda a lot
@@fullfungo yeah how did it affect pe a lot
The bug about hitting entities through walls has now been fixed in recent 1.20.2 snapshots! Little bit late but mobs can no longer hit you through fences, doors, glass panes and more!
How interesting that they would fix that behavior now of all times.
@@Eyevou It's weird but at least it's fixed, maybe they were bringing their attention to older bugs, a couple of mob ai-related issues have been fixed recently I believe
I've always though MC-3059 was intentional since I thought it was shooting throught the holes in the door, but that is aiming due to aiming for the head
Dame here, I literally thought it was intended
There's another "bug" I can think of that kind of lets you sprint-sneak. If you sprint directly into a sneak, then start jumping while holding forward, you travel much faster than if you were just normally sneaking and jumping
i thinked that was a feathure lol
It's like getting a running start and squatting for the jump
Quasiconnectivity, or that weird thing with pistons where they sometimes don’t recognize they are being powered until you update them, is a really odd bug that came about because they were trying to stop sand duping. It was used so heavily in redstone (and to some extent, still is) that when Mojang announced they were fixing it, everyone started loosing their collective shit. They decided that it is no longer a bug LOL.
Mojang too lazy to add husks dropping sand? Who knew! /s
Skyrim: Bugs are features
Minecraft: Features are bugs
Its a surprise when you realize Minecraft has a lot of bugs, some we use intentionally and have become common place!
6:49 is a hitbox thing, your players hitbox is actually in the lava, which tells the game to deal fire tick damage, despite you not actually being in the lava.
*Timestamps for the video*
Start: 0:00
End: 13:25
So helpful! Thank you for the guide
Thank you so much 🙏🙏🙏🙏
11:34 my singleplayer world usually kicks me out for inactivity, especially when I press F3+A to reload chunks. My PC lags a lot and the first time my SP world kicked me as a multiplayer server it really made me tweak lmao
Man, the item rubberbanding I recall well. Nothing like cutting down trees, having the leaves decay, and watching the same sapling fall many times before you can actually pick it up.
There's a bug that was opened on the tracker over ten years ago (April 27th 2013). When Zombie variants (Husks, Drowned and ZPiglins) are damaged and summon reinforcements nearby, the reinforcement should be guaranteed to be of that type (e.g. Husks only summoning regular/baby Husks), but rarely it is a regular Zombie instead.
This is extremely annoying when afk-killing ZPiglins on a Gold Farm in the Nether, and a Zombie suddenly starts attacking me because it spawned somewhere around.
It baffles me how this could possibly be hard to fix.
Maybe it's intended
@@0106johnny That's the best part, it is marked as unintended on the bug tracker. But to this day, nobody bothered to fix it.
Another bug I've noticed is paintings, sometimes if you break a painting, the item will just appear in a random place and it's not just a visual bug, a few times I've had to go searching around my Minecraft house trying to find where the item went
Most annoying bug was not disappearing lava when lava source is destroyed. They couldn't fix it for years, until version 1.6.
could be wrong but I believe the lowered height of soul sand's block makes it so that you can touch lava by walking on the edge
This is correct.
yeah, this is nota bug, but truely a featchure
i remember when minecarts rotated your camera, the good old times on playstation 3 lmao, was really helpful because you didnt have to move the stick every time the rollercoaster you built went around a corner.
and i would love that back, maybe with an option to toggle it on/off
11:55
In the legacy editions, this is identical! You dont even need to kill the mob, all you have to do is ride it away and the lead will detach but still keep the lead aesthetic! :)
The reason zombies can hit villagers through corners is because their hit box can phase through, but they do it consistently because the area that phases is so small that it requires lots of precision to do manually (as a player) whereas a zombie is coded with an attack radius
Great video as always mister, pleny of effort and research go into these videos, keep on creating!
The fall damage bug isn’t necessarily a bug but a feature. Upon joining the world. You are invincible briefly. If you are on a server and spawn protection is off. This also disabled this feature (with its primary feature being blocks being breakable)
6:30 Is not a bug. The soul sand block is just slightly smaller than your average block. Simular to the honey blocks hit box.
this is true
2:30 The fall damage isn't calculated until you wake up. So if you wake up on the ground, you take full fall damage-- no reduction, and for a distance about half a block longer than if you landed on the bed. If you wake up on top of the bed (for example, if it's floating above the ground) the fall damage is reduced the same as if you'd directly fallen on it.
Also, water is normally more practical than healing potions as a way for a second player to help you survive after falling into bed. More commonly carried, reusable, and it allows surviving any drop distance.
I miss the old mr epic, back when he would say "no pressure, *of course*"
The Oldest Bug in Minecraft is the Spider!
7:40 the devs actually said that chests are supposed to have oak plank particles, so that's not a bug
The momentum bug has existed since Minecarts were first added. That's how the old Alpha and 1.2 Beta boosters were made: 2 rails next to eachother, as a minecart drops down a sloped rail next to a minecart on the other rail, thier hotboxes collide and both try to push eachother away in the same -> direction, causing them to accelerate.
You forgot the bug that allows piglin gold farms to exist.
Zombie piglins are only supposed to drop items & exp when killed by a player or wolf.
However when you aggro 1 zombie piglin, the others around it will aggressively as well.
The game seems to think since they are aggro towards you, you must have hit them.
This allows them to drop items regardless of player interaction at all.
Thus piglin goldfarms can be made.
Quite broken if you ask me.
I think they even said they are trying to patch it at one point
Apparently just being aggro'd by a snowman will do it.
it's titled "oldest bugs that still work"
Only the xp drop was a bug, which was patched a few updates ago. Mobs always drop items upon death regardless of player interaction. The gold farm was a nice sideaffect of the xp farm, and still works though is nowhere near as powerful before the nerf.
@@eighties-u3q but it does still work. What do you mean
@@wortwortwort117 But that's 1.16...
6:20 This bug occurs because the soulsand doesn't have the same height as a normal block, so that when you walk on it from another block it looks like you fall an inch. You can see this bug in the beta version of the Nether update.
Edit: 6:44, you can actually see the player hitbox fall lower than the block and into the lava.
soulsand bug is intentional (semi) isn't it? soulsand has a short hitbox (for whatever reason) and the lava happens to be taller, its like if you had lava blocked by signs and stood next to it, but at a glace it looks like the lava should be below you
One bug i remember (i don't exactly know if it still works), was creating custom tipped arrows. Take for example, if you get hit by an arrow of harming 2, you'll lose more hearts than a regular arrow. If you make a tipped arrow with harming 3 or more, it deals the same amount of damage as a regular arrow. This has the same for arrows of healing.
The last time i reported this issue was back at 1.16.5
You know how to make content its undeniable. Your channel and videos are entertaining, interesting, viewer attractive and sometimes very important. You hit your gold spot, even if you don't feel like it. good job and I already know its an amazing video
^'
the no fall damage bug isn’t a bug at all it’s just spawn protection you get for 3 secs 2:15
Hi mister epic
Chimpkin
Facts
Hi infinimarbles
@NETFLIX please return password sharing
I may not be Mister Epic, but... Hey :)
the minecart bug reminds me of building minecart booster contraptions and setting up circuits of minecarts that were always moving. You'd just wait for it to come by and hop in as it passed.
There’s also the Minecraft Wiki issues page, which has older bugs (although it might be a bit hard to navigate).
Got a link? I would love to see this
@@TheMisterEpic UA-cam keeps deleting my replies! I got there by searching for “Minecraft Wiki issues page”
I feel like the soul sand one makes sense though, it literally sinks you into it, so of course you're gonna touch the lava hitbox
I’m pretty sure that the soul sand bug is a feature, as the soul sand block is actually shorter than regular blocks. you can tell by the way the character dips down when you were walking on and off the gravel
The "no pressure" in this video is the most intense out of all the other vids.
These aren't bugs. They're features.
Some of these are features yes, but a lot of them are bugs.
Unironically
i have experienced this strange glitch on minecraft java where when your launching the game, the loading bar will go WAY off the screen and then jump back to the beggining- im not sure if this is new or old but its interesting to say the least
6:43 well your hitbox is inside the lava obviously you're gonna burn. How is this even considered a bug?
I don't think it is considered by the Devs, since it hasn't been patched yet
im surprised no one has brought this up yet, but creative mode block particle "bug" isnt a bug. basically, when you break q block in creative mode, you break it instantly, so if you press down for slightly longer, but not enough to break to block below, said block will also release some particles, just as if you were hitting it in survuval
The disconnect glitch occurs when joining a world, the game gives you 3 seconds of invincibility, which is used a lot in prison escapes and escape rooms (escapes not the actual intended method)
I don't think it should be counted as a bug since it is quite easy to fix at the cost of no invincibility when first joining a world, but they could also make it if you're joining an already existing world or your player has data from that specific server if doesn't apply the invincibility, but they just haven't done anything, which is why I feel as if it's an intentional feature. But whatever it's my own opinion.
Also the soul land lava thing is because soul sand is shorter than a regular block, which is why as shown in the clip the player falls down slightly and gets in contact with the lava. Hence that is also the reason soul sand (and honey) doesn't obstruct your respawn point and instead will spawn you on top of it.
And the ender pearl glitch occurs as ender pearls teleport your feet so as to not bury the player when it lands.
(Feel free to tell me if my statement has any errors in the replies thingy)
i frames are so common in games that it's a feature, not a bug
it's there for a reason
Redstone block update is actually part of the oldest bugs, but since then we assumed it's a feature and proceed to build cool contraptions that relies on it, and we wish it'd never be fixed.
what is the texture pack used in the background at 13:21 the sky looks amazing
Fr I need that too
These bugs sound like the SCP foundation in some weird way.
"MC-63: The Duplication Exploit" "To re-create this bug, you must save your inventory, then crash your game after you die." "Status: unresolved" "Bug Class: Game Changing"
"MC-2023: The Ghost Block Bug" "It is possible to create a block that doesn't really exist beyond your imagination" "Status: unresolved" "Bug Class: Minor"
I feel massively old but I know of all of these. And the soul sand one actually made me lose my very first hardcore world back in the good ol days
The soul sand bug is an intended feature (I don’t remember if it was intended when found) because soul sand is a few hit box pixels smaller than a normal block.
6:36 Is this really a bug? Because I always thought that this happened because the soul sand block is smaller than an ordinary block.
That looting sword bug is surprisingly also on bedrock and is used in trident-based mob farms.
10:04 The level number 2147483647 is not a bug, that number is the maximum of the 32-bit architecture, so I suppose it reaches that number.
While playing on a server which was run by a friend, I noticed that the last bug would happen fairly frequently. My solution is to go to where the item is dropping down from to pick it up.
8:02 I thought that was a bug from this year lol😂 also what a coincidence 😅
lol same
The zombie and soul sand bugs were probably caused by hitbox issues, where the zombie’s hitbox clips through the thin wall and the soul sand is 1 pixel shorter than other blocks
Interesting this pops up as I just found a really trivial but unfortunately very specifically annoying for me bug. Maps' "you are here" markers when placed in an item frame are staying on the map when you pop them off, and I'm trying to use maps to get the lay of the land for a build and they're getting cluttered with markers.
This bug started in 1.19.
That sounds waaaaaay too bad
MC-4 is so frequent in Murder Mystery with the gold spawns, and it can be quite frustrating at times
Axolotls need HUGS
@@Margen67 thank you
Insane how iconic features used to be bugs
Winner!
Probably the bug I despise the most has to be how new villagers select work stations, because a newly born villager will not register whether or not a work station already has a villager assigned if the new villager was not alive when the old villager selected that work station, it’s how I end up with like three extra fletchers who walk around as unemployed leeches cuz their trades can’t refresh due to them having linked to an already claimed work station
I hate locking up all my villagers, but when the alternative is the children glitching out and trying to steal jobs from other villagers my hand ends up getting forced
I don’t think the soul sand or the mobs being able to hit people through blocks in specific scenarios are bugs
Firstly soul sand makes the player move down by a couple pixels so if this happens next to lava you hit box is partially in the lava so you take damage.
As for being able to hit people on block corners and through panes of glass, it is simply because the player or mobs hit box creeps through the side or corners of the block. (I was actually able to take advantage of this in a pvp mini game where I killed someone with a bow who was building around themselves. I felt pretty cool after that).
I could see how many people consider these bugs, and maybe they are, but I attribute them to the simple and sometimes janky rules of Minecraft rules made a long time ago that don’t really take into account of other things or future additions. This is by design, to me, as Minecraft has always been about simplicity breeding complexity. Idk what do you guys think.
The arrow through door trick I always thought was a feature for at least 10 years now. I can remember playing on servers a long time ago and confusing the hell out of people with it because they didn't know it was possible.
6:20 Tbf the 'soul sand bug' in my opinion really isn't a bug. The reason is because that it just makes sense from a gameplay standpoint and is not unusual like most, if not all, bugs tend to be. Upon standing on it, soul sand just lowers your hitbox to a point to where you're basically lower than the highest level of an adjacent liquid source. You might as well be standing on a bottom half slab next to a lava source block. Just clipping the lava even a little bit, regardless of how you touch it will result in you taking damage which makes sense.
It's weird to call it a bug in your video when you've clearly shown that your hitbox is making contact with the lava.
You're barely in it. This feels more like a bug than a feature.
Dang, we got a bug video from SkipTheTutorial AND TheMisterEpic on the same day. Thats crazy
What is the sky that you used at 10:32? It looks amazing!
It’s astralex shaders
@@HagenYHD thanks!
Playing on bedrock (at least on ps4) sucks as a 2 player, you can’t use a shield because whenever you look in the direction of the other player (even if they aren’t in your direct view) the shield glitches out and just takes up the entire screen and makes it unplayable
If it's a feature, it was once a bug
- A wise man probably
The minecart momentum bug goes back to at least Beta 1.2_02, as Etho uses it in an early episode of his Let's Play world.
bugs
bugs👍
Thanks :)
My favorite glitch was from minecraft pocket edition, which probably wasn't discovered by me, but I found it myself without any help. So, back in the early days of minecraft pocket edition, there was a multiplayer dupe that worked everywhere. It utilizes the feature that lets you take a stack (not 64, but just more than 1) of items by holding it down but if a friend started taking some of the items one by one while you were doing that it would duplicate those items.
That brings back memories. I didn't know that method worked. Basically anything you did that resulted in two or more people taking the same item at the same time would result in duplication. Our initial strategy was just to have everyone take as many items from a particular stack as they could, all at the same time, then put them all back in (at different times, because the glitch worked in reverse as well) and repeat. Later, we realized that it works better to have one person with a device in both hands taking items either one at a time or all at once - though if two people tried taking the whole stack at once, but one finished before the other, only that person would get them.
it always makes me happy to see a mc youtuber using programmer art. the only TRUE look for minecraft.
The enchantment bug also works in bedrock edition and is very useful in trident killers, if you hold looting 3 while your trident kills the mobs then the looting 3 is applied to the trident too
Lots of these bugs are easily fixable but mojang wont fix them because they are lazy
Like half of these aren't even bugs, they're intended behavior
It'll be pretty hard to fix the soul sand lava bug. Either they change the height of soul sand which breaks a lot of farms, or they change the height of lava which breaks farms as well
I love your videos, they’re always well researched!!❤