Minecraft Player
- Anthony1006
- anthony1006
- Europe/Stockholm
- Yes
- No
Entering the nether for the first time in a world causes the player to take void damage in certain circumstances.
Steps to reproduce:
- Create a new world
- Go down to y=-54. Any x and z coordinate will work.
- Build and activate a nether portal. Make sure the bottom obsidian block is at y=-55.
- Switch to survival if you’re haven’t already.
- Reduce your health to 2 hearts or below. I recommended sprint-jumping around until your hunger is lower than 18 bars (so your health won’t regenerate) and then use the command “/damage @s 18 void” to reduce your health down to 1 heart.
- Go to the nether.
Observed results:
You will die immediately upon entering the nether. A death message of “<player name> fell out of the world” will be displayed, indicating you died from void damage.
Expected results:
You shouldn’t die when entering the nether. Instead, you
’rehealth before entering the nether should be retained.Discussion:
I think this bug occurs because when the nether is entered for the first time, the player’s overworld coordinates are temporarily copied to the nether when the nether loading. This is problematic as y=-54 in the overworld corresponds to the void in the nether, causing the player to take void damage. If this theory is correct, then this bug applies to any nether portal built between y=-40 and y=-64.
This bug does NOT occur if the player has already went to the nether in the world before.
An easy fix to this bug would be to make the player invincible when the nether is still being loaded OR calculating and using the nether coordinates before teleporting the player to the nether.
Entering the nether for the first time in a world causes the player to take void damage in certain circumstances.
Steps to reproduce:
- Create a new world
- Go down to y=-54. Any x and z coordinate will work.
- Build and activate a nether portal. Make sure the bottom obsidian block is at y=-55.
- Switch to survival if you’re haven’t already.
- Reduce your health to 2 hearts or below. I recommended sprint-jumping around until your hunger is lower than 18 bars (so your health won’t regenerate) and then use the command “/damage @s 18 void” to reduce your health down to 1 heart.
- Go to the nether.
Observed results:
You will die immediately upon entering the nether. A death message of “<player name> fell out of the world” will be displayed, indicating you died from void damage.
Expected results:
You shouldn’t die when entering the nether. Instead, your health before entering the nether should be retained.
Discussion:
I think this bug occurs because when the nether is entered for the first time, the player’s overworld coordinates are temporarily copied to the nether when the nether loading. This is problematic as y=-54 in the overworld corresponds to the void in the nether, causing the player to take void damage. If this theory is correct, then this bug applies to any nether portal built between y=-40 and y=-64.
This bug does NOT occur if the player has already went to the nether in the world before.
An easy fix to this bug would be to make the player invincible when the nether is still being loaded OR calculating and using the nether coordinates before teleporting the player to the nether.
Entering the nether for the first time in a world causes the player to take void damage in certain circumstances.
Steps to reproduce:
- Create a new world
- Go down to y=-54. Any x and z coordinate will work.
- Build and activate a nether portal. Make sure the bottom obsidian block is at y=-55.
- Switch to survival if you’re haven’t already.
- Reduce your health to 2 hearts or below. I recommended sprint-jumping around until your hunger is lower than 18 bars (so your health won’t regenerate) and then use the command “/damage @s 18 void” to reduce your health down to 1 heart.
- Go to the nether.
Observed results:
You will die immediately upon entering the nether. A death message of “<player name> fell out of the world” will be displayed, indicating you died from void damage.
Expected results:
You shouldn’t die when entering the nether. Instead, your health before entering the nether should be retained.
Discussion:
I think this bug occurs because when the nether is entered for the first time, the player’s overworld coordinates are temporarily copied to the nether when the nether is loading. This is problematic as y=-54 in the overworld corresponds to the void in the nether, causing the player to take void damage. If this theory is correct, then this bug applies to any nether portal built between y=-40 and y=-64.
This bug does NOT occur if the player has already went to the nether in the world before.
An easy fix to this bug would be to make the player invincible when the nether is still being loaded OR calculating and using the nether coordinates before teleporting the player to the nether.
Entering the nether for the first time in a world causes the player to take void damage
incertain circumstances.Steps to reproduce:
- Create a new world
- Go down to y=-54. Any x and z coordinate will work.
- Build and activate a nether portal. Make sure the bottom obsidian block is at y=-55.
- Switch to survival if you’re haven’t already.
- Reduce your health to 2 hearts or below. I recommended sprint-jumping around until your hunger is lower than 18 bars (so your health won’t regenerate) and then use the command “/damage @s 18 void” to reduce your health down to 1 heart.
- Go to the nether.
Observed results:
You will die immediately upon entering the nether. A death message of “<player name> fell out of the world” will be displayed, indicating you died from void damage.
Expected results:
You shouldn’t die when entering the nether. Instead, your health before entering the nether should be retained.
Discussion:
I think this bug occurs because when the nether is entered for the first time, the player’s overworld coordinates are temporarily copied to the nether when the nether is loading. This is problematic as y=-54 in the overworld corresponds to the void in the nether, causing the player to take void damage. If this theory is correct, then this bug applies to any nether portal built between y=-40 and y=-64.
This bug does NOT occur if the player has already went to the nether in the world before.
An easy fix to this bug would be to make the player invincible when the nether is still being loaded OR calculating and using the nether coordinates before teleporting the player to the nether.
Entering the nether for the first time in a world causes the player to take void damage under certain circumstances.
Steps to reproduce:
- Create a new world
- Go down to y=-54. Any x and z coordinate will work.
- Build and activate a nether portal. Make sure the bottom obsidian block is at y=-55.
- Switch to survival if you’re haven’t already.
- Reduce your health to 2 hearts or below. I recommended sprint-jumping around until your hunger is lower than 18 bars (so your health won’t regenerate) and then use the command “/damage @s 18 void” to reduce your health down to 1 heart.
- Go to the nether.
Observed results:
You will die immediately upon entering the nether. A death message of “<player name> fell out of the world” will be displayed, indicating you died from void damage.
Expected results:
You shouldn’t die when entering the nether. Instead, your health before entering the nether should be retained.
Discussion:
I think this bug occurs because when the nether is entered for the first time, the player’s overworld coordinates are temporarily copied to the nether when the nether is loading. This is problematic as y=-54 in the overworld corresponds to the void in the nether, causing the player to take void damage. If this theory is correct, then this bug applies to any nether portal built between y=-40 and y=-64.
This bug does NOT occur if the player has already went to the nether in the world before.
An easy fix to this bug would be to make the player invincible when the nether is still being loaded OR calculating and using the nether coordinates before teleporting the player to the nether.
Affects 1.19.0.31
Just tested: Affects 1.19.0.27 as well. I built the nether portal on the floor of an ancient city.
The new /execute syntax is made mandatory in 1.19.50. This is a breaking change, which will cause many existing maps (specifically, command blocks) and add-ons to stop working. Migrating to the new syntax might be infeasible for creators who have already used many command blocks with /execute.
My suggestion is to have the game automatically update all command blocks in a world upon loading an older version world with 1.19.50. Similar to the 1.17 -> 1.18 (caves and cliffs) update, players will be prompted to make a copy of the old world. The new /execute syntax contains all the functionality of the previous one. I propose the following way to convert between them.
1. Old - /execute <target> <position: x y z> <command>
New - /execute as <target> at <target> positioned <position: x y z> run <command>
2. Old - /execute <target> <position: x y z> detect <position: x y z> <block> <data> <command>
New - /execute as <target> at <target> positioned <position: x y z> if block <position: x y z> <block> <data> run <command>
If my understanding of the new syntax is correct, the old and new commands I proposed should behave exactly the same way in all situations. Players can then use the new syntax for future command blocks. An easy implementation for this conversion is to use Regex (regular expressions), a reliable and widely available tool for string manipulations.
[Deleted]
Automatically Update Command Blocks with /execute for 1.19.50[Deleted]
I know this sounds weird, but the bug is “unfixed” in 1.19.10.22 Preview…
Giving myself health boost with a repeating command block makes me invincible in 1.19.10.22, but if I downgrade to 1.19.10.21, I can still die.
I’m happy to report that as of 1.19.10.21 Preview, this bug is now fixed! Health boost no longer resets current health. If a moderator sees this, please verify it and update the Fix Version accordingly.
Affects 1.18.12 and 1.18.30
Affects 1.19.10.22
1.19.0.35 Preview was released earlier today, and sadly:
Affects 1.19.0.35
I worked out another method of working around this bug. This method is vastly superior to the previous 2 methods with one disadvantage: it will require the use of 5 ticking areas. If you are good at conserving ticking areas or don’t usually use them for other purposes, then this is definitely the method of choice. It is somewhat difficult to set up, but once it’s done, you can easily /fill anything up to 120 blocks away (including diagonally), anywhere, at any time.
Method 3 Setup:
1. Set up a 2 second redstone clock (Google this if you don’t know how).
2. Connect the signal of the redstone block to an impulse, needs redstone command block.
3. Place 7 chain, unconditional, always active command blocks following the impulse command block. Each command block should be pointing to the next.
4. Go to the 4th chain command block (5th command block in total), and set its delay in ticks to one tick
5. In the first four command blocks (including the impulse one), put the command “tickingarea delete area<x>”. Replace <x> with the numbers 1, 2, 3, and 4, for the four command blocks.
6. In the next four command blocks, starting with the one with delay in ticks set to 1, put the command “execute @a[tag=<tag>] ~ ~ ~ tickingarea add circle <coords> 4 area<x>“. Replace <tag> with any string of text you want (the tags in the four command blocks have to be the same). Replace <coords> with “ ~60 ~ ~60”, “ ~60 ~ ~-60”, “ ~-60 ~ ~60”, and “ ~-60 ~ ~-60” and <x> with 1, 2, 3, and 4 for the four command blocks.
7. Finally, near your command blocks, type the command “/tickingarea add circle ~ ~ ~ 4” into the chat window.How to use:
1. Go to the area you want to use /fill (or /clone, etc.).
2. Type “/tag @s add <tag>” into chat, where <tag> is the string of text you used for the command block setup.
3. Use your /fill or /clone command as you would before the 1.18.30 update. For example, “/fill ~90 ~ ~90 ~-90 ~ ~-90 <block>“ for building a 181x181 platform (you can’t fill a larger platform due to the 32767 block limit, unrelated to this bug).
4. When you’re done, type “/tag @s remove <tag>” into chat.
5. If you want to be able to /fill large areas all the time (without having to use /tag every time), you may skip step 4 (and step 2, for subsequent uses). However, this may cause a decent amount of lag.
Since it looks like it will take a while until this bug will be fixed, I’m going to share some workarounds for this bug.
Method 1:
1. Use /fill centered on yourself to create a 64x64x64 (or 64x1x64, if you are building a platform) cube of the block you want fill.
2. Using a structure block, save the 64x64x64 cube as a structure.
3. Fill the area you want with the block by repeatedly loading the structure you just saved. Structure blocks can bypass the simulation distance limit.Method 2 (more advanced; only works for platforms or walls):
1. Create a ticking area using the /tickingarea command.
2. In the ticking area, put a command block with the command /execute <your gamertag> ~ ~ ~ fill ~30 <y> ~30 ~-30 <y> ~-30 <block. <y> is the y-coordinate of your platform and <block> is the block you want to fill with. To build a wall, put the x/z coordinate of your wall for the x/z arguments of /fill.
3. Go to the area you want to fill. Then, put the command block on repeat, always active mode.
4. Walk around the area you want to fill. Blocks will automatically be filled in a 30 block radius around you.
5. When you’re done, turn off or break the command block.Method 1 is recommended for beginners and filling definite areas while method 2 is recommended for advanced players and filling indefinite areas. Method 1 suffers from the disadvantage that structure blocks can only save up to a 64x64x64 volume. However, using a structure block is faster than typing an entire /fill command, which makes this method preferable to direct /fill for filling large areas requiring multiple command runs. Method 2, while very fast, is somewhat inaccurate in its filling as it depends on the movement of the player. If the exact shape of your platform isn’t a concern, then go for this method.
I’m currently working on a method involving command block flying machines and repeated use of /tickingarea to keep the area constantly loaded while it fills. I’ll comment again when I work out the details of this method.
Affects 1.19.0.31 Preview. Please fix this bug. I can’t build maps properly without /fill large areas.
I think it’s better if /fill is not limited by render distance and the 32k block limit as well, similar to /tp. Or perhaps add a game setting called “maximum blocks for /fill” and allow players to adjust it based on their device.
Applying any level of health boost to a player or mob resets their health to their original maximum health. For example, if a player originally has 3 hearts of health and is given health boost, he/she will be healed to 10 hearts in addition to gaining the extra hearts. Health boost is an effect for increasing maximum health and shouldn’t have a healing effect.
Steps to reproduce:1. Take damage with any means. I recommend using /damage @s 19 void, which should reduce you to half a heart of health.
2. Apply health boost to yourself: /effect @s health_boost
Observed results:
The player is healed back to 10 hearts of health.
Expected results:
The player should keep their current amount of health.
[Deleted]
Health Boost Resets Current Health[Deleted]
Minecraft Player: such comments (like "fix this bug" or "when this will be fixed") do not carry any additional information and only create spam, making it difficult to see the really important comments. Also, calling for duplicate reports is not a good idea to draw attention to the problem (you will probably just get banned). It would be more helpful if you upvoted the issue. The report is comfirmed and sent to the developers in the internal tracking system. Also, no one knows when the problem will be solved, and no one will answer the questions "when it will be fixed".
Try resolving it because this bug may be a big threat to minecraft builders.
Please fix this bug because this annoys redstone engineers and builders a lot. One way to fix it is making the blocks mentioned above only drop as an item when a entity (when it displays the breaking particle) breaks the blocks those blocks are attached to. Otherwise, the blocks above need to wait 1 second without attaching a block to drop as an item. This solution prevents the bug because chunks loads take less than 1 second normally, and it still makes sure those blocks act what they should be acting.