Jonathan seems to be right; I have experienced this in 1.8.7, and it seems consistently to happen if I cast downwards. Casting upwards doesn't seem to cause this problem (although it so happens that casting upwards results in it being far from the player and downwards close with the elevation of the water I was fishing in [same height as land], so it could be distance).
Two things:
1. Improper input sanitization (e.g. of an externally edited level.dat) is a bug. However, I do not see improper input sanitization here. Instead, I see the fact that the Int32 overflows at around 32 million and ends up becoming negative, which is a limitation of the fundamental datatype itself and not of Minecraft. The world only goes from X=-32000000,Y=0,Z=-32000000 to X=32000000,Y=0,Z=-32000000 so the Int32 overflow doesn't matter to ordinary gameplay. The only case where this Int32 overflow matters is that it does give a method by which anything immune to fall damage and with sufficient Regeneration to survive the void for a very long time could escape from the void via chunk reloading, as Y<=-32000000 will overflow to -32000000<=Y<=32000000.
2. The game is indeed not supposed to crash under any circumstances except for the holding of F3+C (a debug key meant to crash the game) for a little while. I'd say this works as intended.
(I'd say maybe this would be a cool bug to leave in the game, except that how does a piece of blaze, creeper/ghast, and wither skeleton/coal-ore manage to act like a dragon fireball...)
I think I know what's happening here. I don't know if Java has a mechanism to deal with this sort of memory management, but when you allocate a variable without an initial value, it uses a garbage value based on what was in memory before. In this case the garbage value picked up for Biome ID was 151720 for the original bug report. The one flaw with this theory is that the garbage value should vary from chunk to chunk, but we can't be completely sure it doesn't (perhaps all the warnings spammed from one chunk [or for Jonathan Hayes's comment two comments ago, three chunks]). I'm not sure what Chunk Batcher actually does, but I would suggest making it ignore bounds on ID's for biomes, blocks, etc. in nonexistent chunks.
Confirmed in 15w41b. I start to wonder if Mojang even cares to fix this--it should be an easy fix, just make fire, when it burns a block and that block is a minecraft:double_plant with its block data having half=upper, also destroy the block below it if that block is a minecraft:double_plant.
Generate a classic Superflat world (Plains biome) or find a cold or lush biome (Cold Taiga or Taiga, for example) or go to the End (End biome) and try summoning a snowman.
Confirmed in 15w45a, and I found a way to get rid of them: water and gravity still affect them, so you can maneuver them into the Void (where they at least won't bother you if they are not deleted).
Confirmed on 15w45a. Interestingly, if I approach the edge of the loaded chunks, I get something like infinitely laggy block lag (can't dismount, mobs don't move, can't move, but client is responsive). (If it matters, it was on SMP and the server is tc2.techcraftmc.net.)
If anyone wants to find this in the audio file using audio software (Windows Media Player, Adobe Audition), I found the first traces of it at about 1 minute 8.8 seconds into the file.
You wouldn't be able to tell the difference between the sounds with normal hearing (both sound like leather armor being equipped). Subtitles are supposed to stand in for normal hearing.
I feel like this is an effect of MC-74984; you may have been connected to another server where a wither spawned, and the tame animals/punch animals commands might not have worked right because they were sent to the wrong server*.
*Singleplayer worlds are just an integrated server and client that are on the same machine.
To expound upon FVbico's statement, one would change, for example:
/summon Zombie ~ ~ ~ {IsBaby:1b, Riding:{id:Chicken}}
to:
/summon Chicken ~ ~ ~ {Passengers:
I sometimes die of the Void*, there appear black columns, if I look far down, I see all black and if I change to spectator, I cannot see my person**.
The render distance is at 5 chunks. I tried for 32 chunks and the bug does not appear. (of the black background, I cannot see more of my person**)
I would like that they undo*** this black background because it quite inconveniences me, and as my computer is not weak it is recommended to play with render distance 32 chunks.
Thank you for your attention.
From: Luisqe22
To: Mojang
*Original text's literal translation: I sometimes die out of world, that is, when I am taking damage because I reach negative altitudes... (Eu as vezes eu morro fora do mundo, ou seja, quando eu estou a levar dano porque eu atingi altura negativas...)
**"person" was "doll" (boneco) in the original text
***original text says "they retire/withdraw" (retirassem)
So no, the bug is not that the obsidian pillars form down to Y=0; he refers to a "black background" and shows screenshots exclusively of triangles in the End sky (MC-41822). (tradução portugués: Assim não, o bug no é que pilares de obsidiana formam para a altura de Y=0; ele se refere a um "fundo preta" e mostra imagens exclusivamente de triângulos em o céu do Fim (MC-41822). (Aviso: o hiperlink é em Inglês))
To clarify Grum's comment further: I've looked at the code and it accepts the version directly as one of the arguments used to start minecraft's jarfile--and starting the jarfile is done and the arguments provided by whatever launcher you use.
I would, myself, expect this, as you're rooted to the vehicle. There are two ways to resolve this, however, if it is unexpected and unintended behavior:
1. Have any attempt to teleport an entity cause them to be dismounted from any vehicle which they ride.
2. Have any attempt to teleport an entity teleport their vehicle if they are riding one (or their vehicle's vehicle, etc.).
Anything that creates an unstable state in the world, that is, something that should not be permitted by the ordinary laws of Minecraft (floating sand, floating water, a block acting like it has the opposite redstone state than it actually does [say, unignited TNT next to redstone]) and which is destroyed by a block update (for my respective examples, the sand falls, the water flows, the TNT ignited), is probably a bug. That is, block update detectors should be 100% impossible. This being said, this bug was kind of cool (pun intended).
F3+A only re-renders the chunks (reloads the graphics). Thus, the bug is that F3+A does not re-request the data from the server, contrary to what was implied by what we were told that it reloads chunks.
Also duplicates MC-99406. (The thrown projectile is taking on your own velocity added to the velocity that it would ordinarily have had with 1.8's algorithm.)
Quoting your crash report crash-2016-03-19_12.47.16-client.txt: "Is Modded: Very likely; Jar signature invalidated" so yes, something is wrong or modded with your Minecraft installation.
Judging by the screenshot, the bug is that a fence which has been set ablaze appears to have "flyting Fire!" This would only be fixed by fire being coded to render inside other blocks if their models do not take up a full block.
This will occur, since a long time ago singleplayer was made to use an integrated client and server, which introduces bugs like this which used to be multiplayer only--specifically, the server is lagging, causing blocks to take a long time to break.
Jonathan seems to be right; I have experienced this in 1.8.7, and it seems consistently to happen if I cast downwards. Casting upwards doesn't seem to cause this problem (although it so happens that casting upwards results in it being far from the player and downwards close with the elevation of the water I was fishing in [same height as land], so it could be distance).
Two things:
1. Improper input sanitization (e.g. of an externally edited level.dat) is a bug. However, I do not see improper input sanitization here. Instead, I see the fact that the Int32 overflows at around 32 million and ends up becoming negative, which is a limitation of the fundamental datatype itself and not of Minecraft. The world only goes from X=-32000000,Y=0,Z=-32000000 to X=32000000,Y=0,Z=-32000000 so the Int32 overflow doesn't matter to ordinary gameplay. The only case where this Int32 overflow matters is that it does give a method by which anything immune to fall damage and with sufficient Regeneration to survive the void for a very long time could escape from the void via chunk reloading, as Y<=-32000000 will overflow to -32000000<=Y<=32000000.
2. The game is indeed not supposed to crash under any circumstances except for the holding of F3+C (a debug key meant to crash the game) for a little while. I'd say this works as intended.
Confirmed in 15w39c.
(I'd say maybe this would be a cool bug to leave in the game, except that how does a piece of blaze, creeper/ghast, and wither skeleton/coal-ore manage to act like a dragon fireball...)
I doubt this is intended because it's inconsistent as True Kuehli pointed out. Confirmed in 15w40b.
I think I know what's happening here. I don't know if Java has a mechanism to deal with this sort of memory management, but when you allocate a variable without an initial value, it uses a garbage value based on what was in memory before. In this case the garbage value picked up for Biome ID was 151720 for the original bug report. The one flaw with this theory is that the garbage value should vary from chunk to chunk, but we can't be completely sure it doesn't (perhaps all the warnings spammed from one chunk [or for Jonathan Hayes's comment two comments ago, three chunks]). I'm not sure what Chunk Batcher actually does, but I would suggest making it ignore bounds on ID's for biomes, blocks, etc. in nonexistent chunks.
Confirmed in 15w41b. I start to wonder if Mojang even cares to fix this--it should be an easy fix, just make fire, when it burns a block and that block is a minecraft:double_plant with its block data having half=upper, also destroy the block below it if that block is a minecraft:double_plant.
Seems that while horses and minecarts work fine, pigs don't.
WAI.
MC-89923EDIT: Apparently that bug has been moved to
MC-91290.Confirmed in 15w44b for cobblestone walls.
It should be strong_poison not poison (for poison II, IDK the duration), and it should be tipped_arrow not arrow.
Generate a classic Superflat world (Plains biome) or find a cold or lush biome (Cold Taiga or Taiga, for example) or go to the End (End biome) and try summoning a snowman.
Should be fine.
Well, it seems my issue has been fixed, it either was a fluke to begin with or has been fixed since 15w31a. Sorry for taking so long to respond.
Confirmed in 15w45a, and I found a way to get rid of them: water and gravity still affect them, so you can maneuver them into the Void (where they at least won't bother you if they are not deleted).
Confirmed on 15w45a. Interestingly, if I approach the edge of the loaded chunks, I get something like infinitely laggy block lag (can't dismount, mobs don't move, can't move, but client is responsive). (If it matters, it was on SMP and the server is tc2.techcraftmc.net.)
If anyone wants to find this in the audio file using audio software (Windows Media Player, Adobe Audition), I found the first traces of it at about 1 minute 8.8 seconds into the file.
Do you heal super fast after you eat? That uses up saturation; try eating while at full health and without getting damaged.
I suspect the client thinks you can milk through ladders and the server does not, meaning this might relate to
MC-79925.You wouldn't be able to tell the difference between the sounds with normal hearing (both sound like leather armor being equipped). Subtitles are supposed to stand in for normal hearing.
I feel like this is an effect of
MC-74984; you may have been connected to another server where a wither spawned, and the tame animals/punch animals commands might not have worked right because they were sent to the wrong server*.*Singleplayer worlds are just an integrated server and client that are on the same machine.
To expound upon FVbico's statement, one would change, for example:
{id:Zombie, IsBaby:1b}/summon Zombie ~ ~ ~ {IsBaby:1b, Riding:{id:Chicken}}
to:
/summon Chicken ~ ~ ~ {Passengers:
}
English translation (tradução inglês):
I sometimes die of the Void*, there appear black columns, if I look far down, I see all black and if I change to spectator, I cannot see my person**.
The render distance is at 5 chunks. I tried for 32 chunks and the bug does not appear. (of the black background, I cannot see more of my person**)
I would like that they undo*** this black background because it quite inconveniences me, and as my computer is not weak it is recommended to play with render distance 32 chunks.
Thank you for your attention.
From: Luisqe22
To: Mojang
*Original text's literal translation: I sometimes die out of world, that is, when I am taking damage because I reach negative altitudes... (Eu as vezes eu morro fora do mundo, ou seja, quando eu estou a levar dano porque eu atingi altura negativas...)
**"person" was "doll" (boneco) in the original text
***original text says "they retire/withdraw" (retirassem)
So no, the bug is not that the obsidian pillars form down to Y=0; he refers to a "black background" and shows screenshots exclusively of triangles in the End sky (
MC-41822). (tradução portugués: Assim não, o bug no é que pilares de obsidiana formam para a altura de Y=0; ele se refere a um "fundo preta" e mostra imagens exclusivamente de triângulos em o céu do Fim (MC-41822). (Aviso: o hiperlink é em Inglês))To clarify Grum's comment further: I've looked at the code and it accepts the version directly as one of the arguments used to start minecraft's jarfile--and starting the jarfile is done and the arguments provided by whatever launcher you use.
I would, myself, expect this, as you're rooted to the vehicle. There are two ways to resolve this, however, if it is unexpected and unintended behavior:
1. Have any attempt to teleport an entity cause them to be dismounted from any vehicle which they ride.
2. Have any attempt to teleport an entity teleport their vehicle if they are riding one (or their vehicle's vehicle, etc.).
Anything that creates an unstable state in the world, that is, something that should not be permitted by the ordinary laws of Minecraft (floating sand, floating water, a block acting like it has the opposite redstone state than it actually does [say, unignited TNT next to redstone]) and which is destroyed by a block update (for my respective examples, the sand falls, the water flows, the TNT ignited), is probably a bug. That is, block update detectors should be 100% impossible. This being said, this bug was kind of cool (pun intended).
Does
MC-62958and its attached images describe your issue?F3+A only re-renders the chunks (reloads the graphics). Thus, the bug is that F3+A does not re-request the data from the server, contrary to what was implied by what we were told that it reloads chunks.
Also duplicates
MC-99406. (The thrown projectile is taking on your own velocity added to the velocity that it would ordinarily have had with 1.8's algorithm.)Reinstall Minecraft fresh and try again...
Quoting your crash report crash-2016-03-19_12.47.16-client.txt: "Is Modded: Very likely; Jar signature invalidated" so yes, something is wrong or modded with your Minecraft installation.
Judging by the screenshot, the bug is that a fence which has been set ablaze appears to have "flyting Fire!" This would only be fixed by fire being coded to render inside other blocks if their models do not take up a full block.
This will occur, since a long time ago singleplayer was made to use an integrated client and server, which introduces bugs like this which used to be multiplayer only--specifically, the server is lagging, causing blocks to take a long time to break.
Caused by
MC-100260.