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The most widely used, high performance Minecraft server that aims to fix gameplay and mechanics inconsistencies

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### Expected behavior Mobs should spawn if light level is below or equals to configured light level. ### Observed/Actual behavior Entities only spawn at night with a vanilla (0) light...

type: bug
status: accepted
upstream: vanilla

### Is your feature request related to a problem? Hoppers have an nbt tag TransferCooldown which is the amount of ticks left between item transfers. There's a spigot config setting...

type: feature
status: accepted
good first issue

### Is your feature request related to a problem? I needed to make a skeleton stretch its bow before invoking ProjectileSource#launchProjectile(). I analyzed the Bukkit API, but there doesn't seem...

type: feature
status: accepted

[https://github.com/PaperMC/Paper/issues/10296](url)

### Expected behavior Entity#isTicking should return whether or not an Entity is ticking ### Observed/Actual behavior It appears to return whether or not the chunk the entity is in is...

type: bug
good first issue
version: 1.20.4

This is required because when changing the result for an anvil (when the event is called because of AnvilMenu.setRenameText method) to an invalid result the item is not synced back...

This pull request adds a `PlayerPreTeleportEvent`. Resolves #10168 Ready for review. It is currently called where I think it makes the most sense. If we want to call it earlier,...

### Expected behavior EntityKnockbackByEntityEvent should contain a knock back cause just like what is it be like in Spigot. Be like: `@ApiStatus.Internal public EntityKnockbackByEntityEvent(@NotNull LivingEntity entity, @NotNull Entity hitBy, float...

type: feature

### Expected behavior GlobalTranslator should translate TranslatableComponent of join & quit messages when they are printed to the server log ### Observed/Actual behavior GlobalTranslator does not translate TranslatableComponent of join...

type: bug
status: accepted
priority: low
version: 1.20.4

`CraftLimitedRegion` loads and stores entities in the protochunk and doesn't parse the entities from NBT each time. This *requires* that a new instance of `CraftLimitedRegion` is created each time before...