Minecraft Wiki:Patroller requests/Archive 1


 * Yes. Patrolled the edit.-- undefined 14:02, 10 August 2018 (UTC)


 * Looks like Marioprotvi already reverted the edit, actually. I do think it's likely that the edit is false, but it would be nice to verify.-- undefined 15:34, 14 August 2018 (UTC)
 * They weren't. Marioprotvi reverted the edit anyways, so nothing to do now. Marked as done.-- undefined 16:06, 30 August 2018 (UTC)


 * Nope, tested it in the 1.13 release. I tried catching ten different varieties of tropical fish with a bucket, and all of them had the same name: "Bucket of Tropical Fish."-- undefined 01:32, 29 July 2018 (UTC)


 * Smoke particles will appear like when a normal water bucket is placed in the Nether, and the fish mob will be spawned alone. I've clarified the information a bit (though it probably could be reworded) and patrolled the edit.-- undefined 01:37, 29 July 2018 (UTC)


 * Yes. You catch a fish with an empty bucket, water stays behind. You then place the fish and new water appears, repeat. -- 08:05, 29 July 2018 (UTC)


 * I've marked this as in progress, because I've seen been working on this already. I've just included all related diffs, not discriminating between any of them being correct or not. –  [   ] 12:36, 6 August 2018 (UTC)
 * I can share how I checked these. I used a Windows 10 world, and inspected / manipulated the NBT of a Bucket of Fish in my inventory using the Universal Minecraft Editor. If you look at the definitions tag of a bucket of fish (not the id or other tags which seem like they might affect fish type), there are four definitions corresponding to body size, pattern, color, and pattern color. With the level not open in the game, I would change these, save the level, then open the level in the game. Now my inventory has a bucket of fish, which places a fish, which I can grab with a water bucket to create a second bucket of fish. That second bucket will have the definitions I set.  And it will have the custom name like Anemone, otherwise it'll have the normal name like Red-Blue Kob.  That's how I verified what was in the table.
 * I tried the 22 common varieties, which allowed me to identify several of them. There is considerable overlap between the 22 common ones and the 22 named ones: 19 of them are the same. That leaves 3 common ones that aren't named, and 3 named ones that aren't common.
 * I don't know a good way to arrive at them. I don't know of any YouTuber who has tackled the subject, and I haven't ever tried decompiling the code. If there are images anywhere, that would be a great help. –  |  15:30, 6 August 2018 (UTC)
 * Per the discussion with Coolguysans777, he let me know that one can just check Bedrock Edition's behavior pack for this information. His current edits are correct, so I've marked the other diffs patrolled. –   |  22:07, 14 August 2018 (UTC)


 * Not sure what was meant, every block takes up a full block space in the sense that you can't place multiple blocks in the same space (which is just a standard Minecraft "rule", making it bad trivia). If they mean collision box / hitbox, it was just not true anymore (iirc, it used to take up a full block collision / hitbox wise when it was first introduced in a snapshot). -- 15:15, 26 July 2018 (UTC)
 * They probably id mean the hitbox, so the question is, the hitbox now folows the visual appearance? (i.e. when you target the block it renderes a cuboid similarly how it does for fences)? – [   ] 15:18, 26 July 2018 (UTC)
 * Depends a bit on the edition. In Java you can only place conduits in water, they are placed in the middle and it does not matter what face of a block you click on when placing them. They also don't have an orientation, aka no matter how you place them they always look the same. In Java, the hitbox lines up with the rendered block model. In Bedrock you can place conduits out of water and they do have an orientation, they basically behave like mob heads except you can only place them on top of blocks. Because of this orientation the hitbox does not always line up with the rendered block model. The hitbox stays the same but the rendered block model can rotate within, unlike mob heads the hitbox is larger than the 0 degrees rotation of the model. -- 15:38, 26 July 2018 (UTC)
 * Ok then they don't have a full block hitbox anymore, and the edit was correct. – [   ] 15:46, 26 July 2018 (UTC)


 * Is UA even out for legacy console? -- 15:01, 26 July 2018 (UTC)
 * Patrolled the edit without reverting. LCE has not gotten the yet, and therefore s haven't been added to the game yet. --20:54, 26 July 2018 (UTC)


 * They do damage guardians in both Bedrock and Java. -- 15:08, 26 July 2018 (UTC)
 * Reverted the edit. Looks like Jack already patrolled the edit before I reverted it, though. -- undefined 15:11, 26 July 2018 (UTC)
 * Just barely, I was going to revert it afterwards, but you were faster. – [   ] 15:12, 26 July 2018 (UTC)


 * Tested it in JE and it seems to be able to be obtained just fine using one's fist. It might should be played around with a bit more, and I haven't tested it in BE at all.-- undefined 01:57, 29 July 2018 (UTC)
 * Yes. -- 07:52, 29 July 2018 (UTC)


 * It is not. It always has a (small) chance to result in some corals. - 09:49, 5 September 2018 (UTC)
 * Ok thanks, I'll mark the edit as patrolled and finish this request. – [   ] 09:56, 5 September 2018 (UTC)


 * Horn yes, brain no.  14:07, 16 August 2018 (UTC)
 * Patrolled both, second diff corrected the first. – [   ] 14:30, 16 August 2018 (UTC)


 * Not that I know of.  14:07, 16 August 2018 (UTC)
 * Thanks, I reverted it. – [   ] 16:20, 16 August 2018 (UTC)


 * Yes. Checked the behavior files. -- 07:58, 29 July 2018 (UTC)


 * Yes. - 10:00, 5 September 2018 (UTC)


 * Confirmed. (and I thought it was java only... :) )  14:10, 16 August 2018 (UTC)
 * So I understand the second diff, saying no status effect in Bedrock but the effect still there, is also correct. Patrolled both. – [   ] 14:35, 16 August 2018 (UTC)


 * asked for verification in . – [   ] 12:46, 6 August 2018 (UTC)
 * I fed dolphins cod all the time, getting the effect is not affected by that.  14:10, 16 August 2018 (UTC)
 * Thanks, I removed the added info as false information. Patrolled the edit. – [   ] 14:39, 16 August 2018 (UTC)


 * Un-verified for java edition, tested using a water world superflat, not a single one had armor.  14:05, 16 August 2018 (UTC)
 * Are you sure that is not the regional difficulty preventing it for the time being? I don't really know how the RD works. – [   ] 14:24, 16 August 2018 (UTC)
 * Tested with 150 drowned on hard local difficulty 2.25, but no armour. So regardless of difficulty, drowned don't spawn with armour. Removed false info with request for proof and patrolled the edit. – [   ] 14:59, 16 August 2018 (UTC)
 * New evidence might have been found in this diff:, where EDSM shows a drowned with armour, although he it himself. I'd like to ask for verification again in some other way. Is this a valid screenshot, or was it forged? –  [   ] 21:16, 19 August 2018 (UTC)
 * After heavy testing on the highest difficulty, and local difficulty, in a water world the following results came in: not a single non-zombie-spawned drowned can have armor; zombies converting keep their equipment. Any drowned found with armor was a zombie. (checked a few hundred natural drowned)  21:48, 19 August 2018 (UTC)


 * Yes. –  |  02:02, 7 August 2018 (UTC)


 * The shells always spawn in the offhand and natural drowned have a drop chance of 2.0 (>1 is always dropped) for their offhand. So yes, they do but it's a bit more general. -- 10:57, 26 July 2018 (UTC)


 * It *was* the enchantment glow affecting the drowned's overlay, this once was also the case for the stray.    10:04, 26 July 2018 (UTC)
 * Did/does this also happen in other editions like Bedrock? And if not, does this mean that line may just be removed from the article, or should it be moved to History instead? – [   ] 10:21, 26 July 2018 (UTC)
 * It was a bug, the wiki normally does not really keep track of bugs, especially not if they've been fixed and never really affected gameplay. I think it can just be removed entirely. -- 10:59, 26 July 2018 (UTC)


 * Unless it's a treasure enchantment (don't think it is), it should be obtainable by fishing.  14:20, 1 August 2018 (UTC)
 * Pokechu's already re-restored the revision, with an edit summary that's explanatory and makes sense. I've patrolled all the preceding edits relating to the topic. I do agree that if several people are persistently adding information that seems perfectly possible or likely, it should probably be verified before reverting for being an "unexplained change." Of course, something like "Ghasts have 1000000 health" or "Pigs spawn in the End and can kill the ender dragon with their teeth" would be different.-- undefined 13:07, 3 August 2018 (UTC)


 * Verified using Universal Minecraft Editor in a Windows 10 bedrock world. –  |  00:01, 7 August 2018 (UTC)


 * Hoes can be enchanted in the Enchantment Table in Java edition 1.13 but not in Bedrock 1.5.2, though I'm not sure when this was added to Java edition (and whether this occurs in Legacy Console or not). - undefined  19:52, 6 August 2018 (UTC)
 * Just checked, hoes cannot be enchanted on an enchantment table in 1.12. So if they can be in 1.13, it's added in a 1.13 snapshot. I patrolled the edit for being correct, however the page still needs to mention in the correct place in when the hoe became enchantable in the enchantment table, as well as marked as edition exclusive. –  [   ] 22:30, 6 August 2018 (UTC)
 * Added back the hoe information to the enchanting table page, but along with a Bedrock-exclusive tag and requesting verification for LCE (though I'm guessing hoes are probably unenchantable in LCE). I have also mentioned in the Enchanting history section that hoes can now be enchanted in 1.13, but in an unknown snapshot. The original problem has been solved and the edit marked as patrolled, so this request could probably be marked as done.-- undefined 00:54, 7 August 2018 (UTC)
 * Agreed, marked as done. – [   ] 08:05, 7 August 2018 (UTC)
 * FYI it was added in 17w47a, I remember bringing it up to mojang during that snapshot. :)  14:17, 16 August 2018 (UTC)


 * Yes, up to 3 blocks away. Parrot has to be in range when the jukebox starts playing. -- 13:11, 26 July 2018 (UTC)


 * Phantoms have their own flapping sounds (don't reuse the Enderdragon's); I've corrected it in . - undefined  19:35, 6 August 2018 (UTC)


 * No, they do not work like slimes no. 05:03, 31 July 2018 (UTC)
 * Oops I phrased the question wrong. Do they keep the same health unlike slimes? – [   ] 07:27, 31 July 2018 (UTC)
 * Again a no, their attributes are not based on their size in any way. (except maybe fly speed, but haven't checked that)  14:20, 1 August 2018 (UTC)
 * Reverted and patrolled. – [   ] 14:25, 1 August 2018 (UTC)


 * In the in-hand item was still animated.  In  it was not. –   |  23:48, 6 August 2018 (UTC)


 * No.  09:04, 16 September 2018 (UTC)


 * Slow Falling is JE exclusive. -- 13:58, 26 July 2018 (UTC)
 * And it does stay the same regardless of level (I noticed that when I tried to get a hovering effect by combining it with levitation with certain amplifiers; skow falling is not affected by them)   14:00, 26 July 2018 (UTC)


 * Yes. There's no such status effect in Bedrock. -- 12:50, 26 July 2018 (UTC)


 * Confirmed to be true in 18w30a. - undefined  04:51, 26 July 2018 (UTC)


 * The new syntax for /effect is indeed . - undefined  04:51, 26 July 2018 (UTC)


 * They won't come back and be destroyed by void damage like every other entity, yes.  10:03, 5 September 2018 (UTC)


 * In Java yes, but Bedrock no. –  |  00:50, 7 August 2018 (UTC)


 * Not in Java at least. I will try in Bedrock later. -- 13:09, 26 July 2018 (UTC)
 * Not in Bedrock either. Time does not matter. -- 13:57, 26 July 2018 (UTC)


 * Yes. 1 out of 10. -- 12:15, 26 July 2018 (UTC)
 * Post-patrolling, this diff: claimed they spawn 10-20%, but I reverted it using this request as my source. –  [   ] 12:27, 6 August 2018 (UTC)


 * Yes. the first one only requires breeding, no criteria. The second one has turtles added. At first it was bugged and the second advancement could not be completed, this was fixed a while ago. -- 12:17, 26 July 2018 (UTC)
 * Marked as patrolled, now archived.-- undefined 12:44, 26 July 2018 (UTC)


 * No. Tested in Java and Bedrock. -- 20:14, 26 July 2018 (UTC)


 * It does on Java edition, although that is currently reported as a bug . - undefined  04:51, 26 July 2018 (UTC)


 * Zombies do ignore turtle eggs if mobGriefing is set to false, but they can still break it if standing on it for an extended period of time (although that might be a bug). - undefined  04:51, 26 July 2018 (UTC)
 * In the next snapshot, this will no longer be the case.    13:56, 26 July 2018 (UTC)


 * Yes, just checked.  14:15, 16 August 2018 (UTC)


 * Definitely seems unintended, and the wiki generally doesn't mention bugs (or if something's a bug).  14:13, 16 August 2018 (UTC)
 * OK, reverted and patrolled edit. – [   ] 14:44, 16 August 2018 (UTC)


 * Indeed they generate in taigas, but not badlands.  13:41, 9 August 2018 (UTC)
 * OK thanks, I'll patrol and finish this one up then. – [   ] 13:42, 9 August 2018 (UTC)