Anon Ymus
- banana478
- banana478
- America/New_York
- Yes
- No
Windows 7, Java 1.6 32-bit, 6 GB of
memoryWindows 7, Java 1.6 32-bit, 6 GB of RAM
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Pictures of the invisibility potions on affected animals besides dogs.
Please put what's in your environment section into the description.
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I think tilled dirt is just dirt with a different damage value. That would explain why it happens with dirt but not grass.
This looks like a BUD switch. Try placing a block next to the piston.
Can you post the Minecraft crash reports (in .../.minecraft/crash-reports/)?
This is not a bug. The fence collision box is higher than the actual fence, which won't let entities there. Item frames are entities, not blocks. (This bug report is like saying "I can't go directly on top of fences".)
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When specifying the quantity of items produced by the /give command, these items will be stacked, regardless of item type.
This will result in strange and normally unachievable behaviour. For example, the command will allow you to stack items such as doors, beds, armour, tools and potions. These can create problems, as brewing stands normally only allow 1 bottle per slot, but will brew the entire stack at once. With an anvil, a stack of tools or armour can be repaired using the experience of a single item.
UPDATE:
This canwillalso result in invalid redstone signal strengths (seeMC-8257for details).
Does this work without 1-tick pulsing the sticky piston and simply leaving it on?
Also, please do not mark a future version as affected. You cannot have possibly tested 1.5 already.
Video evidence of this with unpowered activator rails: http://youtu.be/xoOe6bMO4Dw?t=4m18s
I recall a report like this a bit
As much as I like this bug, I admit
Searching's quite fun
And not what you've done
Thus I declare this a duplicate
(MC-746)
Description: Unexpected error java.lang.NullPointerException at org.lwjgl.opengl.GL11.glGetError(GL11.java:1279) at net.minecraft.client.Minecraft.d(SourceFile:464) at net.minecraft.client.Minecraft.J(SourceFile:586) at net.minecraft.client.Minecraft.run(SourceFile:534) at java.lang.Thread.run(Unknown Source) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- – System Details – Details: Minecraft Version: 1.4.6 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_05, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 408337400 bytes (389 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB) JVM Flags: 2 total; -Xms512m -Xmx1024m AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: No suspicious classes found. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 LWJGL: 2.4.2 OpenGL: ~ ERROR
~ NullPointerException: null Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size:~ERROR ~ NullPointerException: nullDescription: Unexpected error java.lang.NullPointerException
at org.lwjgl.opengl.GL11.glGetError(GL11.java:1279)
at net.minecraft.client.Minecraft.d(SourceFile:464)
at net.minecraft.client.Minecraft.J(SourceFile:586)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)A detailed walkthrough of the error, its code path and all known details is as follows:
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– System Details –
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 408337400 bytes (389 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: ~ ERROR ~ NullPointerException: null
Is Modded: Probably not.
Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~ ERROR ~ NullPointerException: null
If you put an "Minecart with Hopper" in a dispen
cer pointing to a rail, it will not plase tinminecrrt on the rail, as it would do with a normal minecart.If you put an "Minecart with Hopper" in a dispenser pointing to a rail, it will not place the minecart on the rail, as it would do with a normal minecart.
Minecart with Hopper, does not get placed on rail when fired from a dispencerMinecart with Hopper, does not get placed on rail when fired from a dispenser
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Can you reproduce this without mods? (You clearly have Rei's Minimap.)
It isn't a major bug, But it is something. When spawned
on top of Cobblestonefences, Mobs will fall through the fences, Acting like it isn't there. Once they move, However, The can't go back through them.It isn't a major bug, But it is something. When spawned in fences, Mobs will fall through the fences, Acting like it isn't there. Once they move, However, The can't go back through them.
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This looks like a duplicate of
MC-7622.
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When I placed down a piston and it was powered by a Redstone torch,I expected that when I destroyed it that it would disappear as I was in creative mode however the item was dropped as if I was in survival mode.
To repeat this glitche place a piston down in creative mode,power the piston using any kind of Redstone such as a torch or a switch, while still in creative mode destroy the extended arm of the piston and you will see that the piston item will drop
When I placed down a piston and it was powered by a Redstone torch,I expected that when I destroyed it that it would disappear as I was in creative mode however the item was dropped as if I was in survival mode.
To repeat this glitche place a piston down in creative mode,power the piston using any kind of Redstone such as a torch or a switch, while still in creative mode destroy the extended arm of the piston and you will see that the piston item will drop
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Ladder causescellit is placed in to darkenLadder causes block it is placed in to darken
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get an anvil, and a book/diamond/ingot/etc..., and open the anvil gui, and shift-click it and it goes into the first slot instead of the second.
Books/materials are useless in the first anvil slot. Only tools/armor/weapons work in those spots. If you put a book in the first slot and a tool/armor/weapon in the second, it doesn't get an available output.
Books and materials belong in the second slot, so that's where they should be shift-clicked to.
get an anvil, and a book/diamond/ingot/etc..., and open the anvil gui, and shift-click it and it goes into the first slot instead of the second.
Books/materials are useless in the first anvil slot. Only tools/armor/weapons work in those spots. If you put a book in the first slot and a tool/armor/weapon in the second, it doesn't get an available output.
Books and materials belong in the second slot, so that's where they should be shift-clicked to.
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(The problem is not in jinput.jar because I forgot to update that without any effect. I will try to do more searching about the specific file.)
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Pink lines betweentiles on Radeon graphics card due to anti-aliasing.Lines between all blocks (pink, white, and black)
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place 3 hoppers on each other, and place a redstone torch next to the second one, the hopper does not stop "hopping"
place 3 hoppers on each other, and place a redstone torch next to the second one, the hopper does not stop "hopping"
A placed the setup like so: *X1
*=sensor
~=redstone (or repeater)
X=Solid block (stone)
1=redstone torch (on block)
The problem is that after connecting lights on the output side, the redstone torch turns off during daytime (which is correct, i tried to make lights turn on when it was dark), but the torch wont turn back on even when the block isnt powered.
A placed the setup like so: *X1
*=sensor
~=redstone (or repeater)
X=Solid block (stone)
1=redstone torch (on block)
The problem is that after connecting lights on the output side, the redstone torch turns off during daytime (which is correct, i tried to make lights turn on when it was dark), but the torch wont turn back on even when the block isnt powered.
A placed the setup like so: * X1
*=sensor
~=redstone (or repeater)
X=Solid block (stone)
1=redstone torch (on block)
The problem is that after connecting lights on the output side, the redstone torch turns off during daytime (which is correct, i tried to make lights turn on when it was dark), but the torch wont turn back on even when the block isnt powered.A placed the setup like so: *~X1~
*=sensor
~=redstone (or repeater)
X=Solid block (stone)
1=redstone torch (on block)
The problem is that after connecting lights on the output side, the redstone torch turns off during daytime (which is correct, i tried to make lights turn on when it was dark), but the torch wont turn back on even when the block isnt powered.
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When I start Minecraft, my Computer crashes after 5 Seconds
. When I press "Singleplayer", it is OK, I can even render on "FAR"
!
When I start Minecraft, my Computer crashes after 5 Seconds. When I press "Singleplayer", it is OK, I can even render on "FAR"!
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Although Grum believed this issue was closed by a bot, according to the history it was actually closed by Anon Ymus on May 12th, probably to silence the whining. As to why there was only two votes, most people, here or on just any other website with a voting function, have trouble finding, using, or understanding the value of it. For some reason, they can figure out how to post, but clicking a voting link is too difficult. If you want people to use the function more, you're going to have to emphasize both its existence, and its role in issue prioritization. If people believed it made a difference, then they'd do it. Otherwise, they'll do what satisfies their egos: shout at the wind.
Issues marked as "Resolved" cannot be voted on. They retain any vote totals made before the transition to that status, but votes cannot be added or removed. This issue has been marked resolved (or closed) since April 19th. Since it was created on April 18th, there was only a single day for users to vote on it. Users are quite obviously poor at searching (see the 26 duplicates of this issue, or just filter on Duplicates - currently sitting at 9898 issues out of 17208, for nearly 58%!), so most people would be unlikely to find this in a week, let alone a day.
Issues marked "Closed" cannot be voted on, or commented on, at least not by regular users. Seeing as Grum, Tails, and Kumasasa all posted while it was closed, [Mojang] and [Mod] users can apparently still comment. I'm not sure if this is the default behavior of JIRA (the documentation does not specify, as far as I can find), or if the workflow has been customized that was (which the documentation does indicate can be done). Regardless, that's how it currently appears to work.
Anon Ymus This is not a duplicate of MC-44521 as Hartspoon commented it. Simple way to reproduce the bug :
1. Create a random scoreboard objectives : /scoreboard objectives add random dummy - /scoreboard objectives setdisplay sidebar random
2. Setup a hopper clock runing on a commandblock with this command : /scoreboard players add @a random 1
3. You will see your score increasing
4. Kill you with the /kill command : your score doesn't increase anymore (the @a couldn't find you)
Anon Ymus I'm sorry but I still disagree with the fact that it works as intended. @a means "all players", not "all living player". And as Dakotah Intriglia mentioned, it breaks a ton of maps, without solving any other problem (why does this change would be made ? is there any other bug related to problems with @a pointing on dead player ?)
Yeah, fixing the issue by making player not reachable when he is dead was the easiest solution but the worst (they could add marker like "type", for example "status=alive")... anyway this is the bug tracker, not the suggestion tracker, I will try to reach jeb or dinnerbone through irc to talk about this and see if there is any way to solve this problem. Thx Anon Ymus
@Anon Ymus: Since you marked this issue as fixed, do you plan on reporting the bug I mentioned in my previous comment? Because there is truly a bug around skulls.
I can create a new issue, but I'd like to have your point of view on the matter.
Disabling Advanced OpenGL solves this issue (Options -> Video Settings -> Advanced OpenGL -> Off)
If you don't have that option in your video settings, please check your .minecraft/options.txt for the entry
advancedOpengl:false
If it's true, change it to false (Quit Minecraft, edit this file, restart Minecraft)
Affected:
NVIDIA GeForce GT 750M Yegor Wienski
Nvidia GeForce 650 Ti Boosted, latest drivers Justin
Nvidia GTX 460 with latest drivers (337.88) [Mod] Torabi
NVidia GeForce 680 Michael Turner
ATI Radeon HD 2600 XT GL version 3.3.9901 Compatibility Profile Context, ATI Technologies Inc. jeremy branscum
GeForce GTX 660M/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation Kyle
OpenGL: NVIDIA GeForce GT 750M OpenGL Engine GL version 2.1 NVIDIA-8.26.21 310.40.35f08, NVIDIA Corporation Yegor Wienski
AMD Radeon HD 6520G GL version 4.2.12422 Compatibility Profile Context 13.152.0.0, ATI Technologies Inc. Anon Ymus
Not affected:
AMD Radeon HD 6700 Series GL version 4.4.12874 Compatibility Profile Context 14.100.0.0, ATI Technologies Inc. (AMD Catalyst 14.4, no Advanced OpenGL Switch) Kumasasa
Entire chunks do not visually render, however, their blocks can still be mined/pick blocked/broken like normal. Block updates do not cause the chunk to render.
Relogging does fix the problem, however new chunks will then be visually unloaded.
@Anon Ymus:
Can you install Catalyst 14.4 and check if your video settings in options.txt are as following:
advancedOpengl:false maxFps:120 fboEnable:true fancyGraphics:true ao:2 enableVsync:false
Especially advancedOpengl:false since that setting is not available.
I'm still wondering why I don't have that issue.
Moderators do not try to confirm every valid issue they encounter. Issues are more likely to get confirmed when they are popular, or when they are game-breaking. See the comment of Anon Ymus below.
Anon Ymus No because I was about 500 blocks from my portal in a nether fortress when I discovered this bug. They would spawn ~25 blocks from where I was.
thank you Anon Ymus
Anon Ymus: It was fixed in a previous snapshot, I don't know which. But that isn't important, right?
I'm still not able to reproduce in 1.13.1 (couldn't even reproduce in 1.12.2 ages ago). As Anon Ymus already said, the block slider controls that sound. Can someone else please look into this?
Anon Ymus That doesn't explain why it connects logically (not visually, at least not fully) at all. It should either not connect and not transmit power or connect and transmit power in both directions.
Submitting the description as a bug instead of an issue with the advancement mechanic, given that MC-269856 was labeled as a duplicate. This is related to MC-15729, which was marked as "Working As Intended" (WAI) by Anon Ymus, who does not appear to be a Mojang employee; thus, that ticket may warrant reopening. If MC-15729 is indeed intentional, the description requires correction. Currently, it states "Smelt an Iron Ingot," despite the advancement being attainable through various methods such as finding iron ingots in loot chests, defeating iron golems, or zombies.


























































I have also noticed this bug every time I get the newest snapshot. Perhaps the achievement data is in minecraft.jar and updating resets it?
But when you are underwater, you can see ice just fine.
That makes sense, and in fact would be a good feature. All I'm saying is that it's inconsistent.
Makes sense, as the water drop effects are on the bottom of the block beneath the water, but certainly looks weird.
I have noticed this since 1.2.5. Very annoying when you throw a bottle of enchanting.
I can confirm this. Perhaps the pig has too much weight on it to swim. What happens if someone else holds a carrot or a carrot on a stick in front of the pig?
Confirmed. Very annoying and noticeable when building a railroad. Related bug: minecarts drop themselves when destroyed in Creative (and fill up the inventory very fast). i guess this is more of an annoyance, though, because you can still pick up items when your inventory is full in Creative.
Can you upload screenshots for how the default texture pack gets messed up? For those who don't have your texture pack, it's hard to understand what's going on.
Duplicated by
MC-788andMC-61.Cannot reproduce.
No, not a duplicate. This involves being trapped underwater. You can DROWN without being able to get out.
MC-1662is not a duplicate ofMC-1612, but I agree that this is a duplicate ofMC-1662.Just because this has been in the game a while does not mean it is not a bug. It shouldn't matter whether you look through air then water or just water.
Lapis does not work for pyramid construction. I think you mean Emerald.
We understand this is a problem. If you can confirm this, vote for it. Don't keep repeating what others are saying.
There are many fonts like this. Bug literally means incorrect functionality. This is an annoyance.
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MC-67. The fact that the two entities are joined and yet two separate entities causes this bug.Please don't add random tags. "lol", "no", "notch", "of", "the", and "them" don't help to identify this annoyance.
This is an annoyance, not a bug.
But this is a bug. The three blocks are functionally the same, yet under different tabs.
This is broader than
MC-2497. The two are related, but not duplicates.Confirmed.
I think this may have something to do with the fact that the piston arm is non-solid (and transparent) and perhaps the main piece of the piston becomes non-solid when it is extended? Anyways, the redstone repeater is probably the cause of the light. If you power the piston with a redstone torch under a block which is under a piston and remove the repeater, does the light level go down? The "bl" section of the debug console will tell you if light is actually getting through or if it is a rendering glitch.
Description looks incomplete.
Present since 1.3.1 or earlier.
Very damaged anvils can disappear from fall damage, so this might be related.
Your Minecraft is modded judging by the screenshot. Can you reproduce this in an unmodded version?
This is most likely because half-slabs are transparent. You will notice that snow also does not show up on glass, etc. Does this bug apply to double half-slabs?
Sheepers gonna sheep. Even when they are unsheared.
It is very easy to create a redstone circuit that triggers a dispenser twice off one button press. Is the button directly connected to the dispenser?
So you were trying to put a bucket of milk in the enchanting slot, which already contained a diamond pickaxe?
Beacon works fine on my server. If the beam isn't showing, perhaps there is a block above it.
Mojang cannot possibly be held responsible for bugs found in programs that they haven't written.
I think this may be a problem with void fog rendering.
And signs on fences have a huge gap.
The fix for this is probably just to unify water and lava physics (aside from burning, drowning, etc.).
I can tell that your Minecraft is modded because you have an HD texture pack. If you cannot replicate this in a non-modded client, this is invalid.
Frames are actually entities, not blocks, because they have behaviors that blocks cannot. Although this may seem weird, multiple entities are allowed to occupy the same block (such as a pig and a sheep in the same block). I believe that paintings are blocks, so entities can occupy a non-solid block, but other blocks cannot (for example, a minecart in tall grass).
Cobblestone walls are non-solid, so this is no surprise.
The anvil gives damage before it breaks, I think.
I suspect this is because item frames are entities and not blocks. If creepers couldn't destroy entities either with mobGriefing off, then they wouldn't be able to harm any mobs.
In order for boats to drop different types of wood, there would have to be different types of boats, which would clutter up the creative inventory. Also, for consistency's sake, there would be different fences, doors, etc. and none of them would stack with each other.
The pig is not actually walking through the leaves. The player goes through the leaves because the game only cares if the pig can fit underneath. I think this is the case with all joined entities.
Affects 1.4.5.
Strangely, this bug is not present when stepping off the bed.
I presume this is because your coordinates and not your orientation are used here. Your coordinates are probably right above the bed, and the mobs assume your head is a fixed distance above that. Minecraft is intended for standing up.
This may be because the player's y-coordinate is not increased when on snow. It looks for the block below. I would expect this to be the same with redstone, tall grass, etc.
The on-state repeater is technically a different block. The game probably assumes that a new block is instantaneously being placed there.
That makes more sense. Feel free to close.
By turn do you mean become corner stairs?
I think this is intended behavior. Helmets should prevent sun from reaching skeletons and zombies.
I don't think particles check to see if there is a block above them.
I think this could be fixed by simply counting empty hands and all blocks as the same tool.
Is this also an issue with smooth lighting turned on?
How do you know? Wouldn't it be impossible to test that?
Yeah, the taking damage part is a bit weird, but I think that the sun causes damage to the mobs, which must either go into the helmet or the mob itself. I guess we should all carry a pumpkin around (just in case).
No. Picks, shovels, hoes, swords, and axes would still be separate. In the game, mining with a block is the same as mining with a hand.
Still, perhaps your good helmet falls off a cliff and the zombie only picks up the pumpkin.
Your texture pack seems to have a glass texture in place of wooden planks, stone bricks, cobblestone, and part of the off-state redstone repeater. Is this causing your problem?
Confirmed.
Can you attach the crash report? (The one in .minecraft\crash-reports)
This doesn't affect gameplay, so it isn't a bug. Please resolve.
This is certainly a bug. It is not possible to stack items like this in the creative inventory. And anyone with a stack like this can transfer it to a chest, and then to someone else from there. Therefore, this is not op-exclusive.
I have one, but the particles I am seeing are either all purple or all blue. And all screenshots were with the same x- and z-coordinates.
Is your minecraft modded?
Done.
Compasses have always pointed to the spawnpoint. Have you tried "/spawnpoint @a"?
The beacon was the problem. I didn't realize they had a vertical radius. Please close.
Not fixed on 1.4.5. Also happens with ice.
Confirmed. I have seen this with minecarts since before 1.3.
Also, it is possible to slide as if you were on ice when standing on the edge of a half-slab next to ice. (see screenshot)
That's how redstone has always worked on glowstone. Glowstone has other special properties too (http://www.minecraftwiki.net/wiki/File:Glowstone-redstone1.2.png). Works as intended.
I am seeing this too.
I think this may be intended. The sapling needs bone meal to grow, but then it can't grow. So, it's like a failed attempt at growing, which should cost the same.
As in void fog?
Same result for me.
My point is that this functionality of the give command is inconsistent with the rest of the game. If this was intended, then people in creative should be able to stack anything. And this bug causes problems (especially with the brewing stand) because it allows you to do an action on a whole stack of things at once.
But the animal AI doesn't try to get out of leaves, and so the animal is stuck there until the block it is in is destroyed.
I have seen this happen before when you save and quit a world that a minecart is turning in and then open the world again.
After being near the minecarts for a while, it seems to work again.
Confirmed. The glowstone and the lamp don't appear to flicker, but you can see that the light flickers if you set the time to midnight.
This is because item frames are NOT blocks. TNT in water only affects entities, which item frames and paintings are.
I'm not getting this. Can you re-create your world and try again?
This would be fixed if the client wasn't even allowed to place the block.
I have seen this too.
Was the player moving back and forth really fast when you tried to move? I have seen that bug many times before with non-solid blocks.
No, very different. This bug is about BOATS NOT MOVING AFTER BEING DISPENSED while the other is about the placement being wrong.
No, this happens when the boat falls in the water.
Glowstone flickers both ways, redstone lamps flicker only down.
On the other hand, how do zombies get their armor?
I found this on unmodded 1.4.5. I'll try to attach a crash report soon.
The block IS placed. It's just that the server removes it after a very small amount of time. Certainly not a bug.
I just tried it on a 1.4.5 singleplayer world and a 1.4.4 server (client on 1.4.5) and couldn't see it again.
Very weird. I was able to get this yesterday but not today. I did do a texture pack reload, so that may be the cause for the fix.
I certainly observed this with minecarts. I will test the other three.
Can confirm all of these on 1.4.5.
Duplicate of
MC-3727.Does this also happen when in a boat?
If it is placed in the same place, I can confirm that there are no drops.
I have seen this in 1.4.5.
I can't reproduce this either.
I have 1.4.5 but I am only seeing this on the east side.
I think this may be a combination of suffocation in air and mobs saving poorly. The squid may be saved slightly off its true position and so is suffocating in the air.
Confirmed.
Not a bug. This is a feature request.
What do you mean by "a list of possible blocks to add"? Pressing e doesn't show the full list. Where is the menu at the bottom of the screen? Can you take a screenshot? Are you using a mod?
It's too bad that your Minecraft is leggy, but this is not a bug. Your computer just can't run any faster. Please only post specific bugs.
Confirmed. This is certainly a bug because the server console used to report this and reports almost every other command.
The screenshot looks fine. Perhaps you are unaware that the creative inventory now starts out empty. I can certainly press e without a crash.
I am not saying that this is not a bug, but just that I have never seen this before. Try updating your Java.
The world was generated in one of the 1.4 snapshots (around w34, I think).
But they CAN go through fence gates.
Are you just jumping or are you jumping off of the block?
The current situation makes perfect sense. If you poke somebody, of course they'll be mad.
No, mrheat is correct because this was designed to prevent breaking blocks really fast with a diamond tool, etc. and then switching to your hand so the tool does not receive damage. Kumasasa has a good explanation.
Confirmed. Also, once between the anvils, you can walk into one of them.
Cannot reproduce any of this. Item frames work fine on both on-state and off-state lamps.
Is there soulsand at the corner?
Duplicate of
MC-16.Only happens to me when I walk into a non-solid block, like an anvil or a fence.
This is not a bug. Minecarts are supposed to deposit the player anywhere possible around it. You can place blocks at the head height of the player to prevent this from happening at that X and Z.
Cannot reproduce.
So perhaps this is a bug, but if anyone doesn't want this to happen, they can simply place blocks there. The player appears to jump when exiting the minecart, so maybe the little bit of elevation off of the tracks allows them to get over.
This does not work as intended. Putting a lever in the same place does not affect the piston until it receives a block update. There is also no reason for the torch to behave send power like that. Please reopen.
Try placing a block next to the fence. You won't be able to get out there.
This is intended. It wouldn't make sense for the player not to be affected by damage.
Grum is just joking that your graphics card and its driver are so old that you need to crank it with your hand.
Confirmed.
I didn't mean to start a long chain of arguments. I'll just say that it is a bug and keep it at that.
I have seen this bug when walking into any non-solid block. Fences and doors can do the same thing.
I think this was introduced in one of the 1.4 snapshots. Perhaps portals are just nauseating whether or not you teleport.
Try updating your Java.
And no one is ever going to pay you money as compensation for a crash. Don't be an annoyance.
Slimes do this too.
Non-modded Minecraft always gives "probably not". Do you have ANYTHING that doesn't come with vanilla? (TMI, Optifine, etc.)
But they shouldn't even be trying to enter the water. I agree that neither mob should be able to swim.
The bug is not swimming. It is ENTERING THE WATER. With the new AIs, mobs are supposed to avoid certain dangers.
I have never seen this and I have done it a few times.
The mob actually goes up a little bit. This makes sense as gravity is at play vertically but not horizontally.
Strange. Only happens with beacon potion effects.
(As evident from the map in the screenshot).
This is a well-known bug necessary for BUD switches. This works as intended.
Do vanilla servers kick people for floating too long?
I think this is a feature request, not a bug.
Your error faled to start? What?
I cannot confirm this in 1.4.4.
I cannot confirm this bug.
This is intended. Signs are solid in some sense (including the fact that they are not washed away by water).
Cauldrons do not contain a water block (source or flowing).
Can you reproduce this is unmodded minecraft?
I cannot till grass with a sign on top of it, but I get the same behavior with a dirt block in 1.4.4.
Uploaded vanilla screenshots
I think you need a mod for an HD texture pack. Optifine?
MCPatcher is definitely a mod.
When the block the piston is pushing is not touching the piston (because the piston is retracted), does powering the block cause the piston to extend?
I cannot confirm this.
This is what I have observed too.
Can you add screenshots?
I think this is Minecraft trying to reduce rendering computations, leading to it no rendering the tops of blocks (and things inside the blocks) when something is on top of the blocks.
So in other words, is the bug "Grass blocks don't till under these things" or "When dirt becomes tilled, block does not disappear"? I don't think the second one is a bug at all, but I can see an argument towards the first point.
(
MC-3914)I don't think this is a bug. For example, torches placed on top of a fencepost are technically inside the fence.
I would just add one of a sign on grass and then the same picture after using a hoe.
This works as intended.
Cannot confirm with 1.4.4 and present 2;90;1;village.
As a general rule, non-placeable items render as they look in the inventory, while placeable blocks render as they would really look.
Looking at the pictures, I can see that emeralds, cooked porkchops, ender chests, and carrot-on-a-stick show normally. These textures were all added in 1.3 or later.
Carrots on sticks (12w36a/1.4) and the new cooked porkchops (12w37a) aren't in terrain.png, so are only some of the files from w18?
The emerald block texture replaced the top of the locked chest (/give <player> 95), so that texture makes sense. I think for some reason it is only your terrain.png that is messed up because baked potatoes look fine. Are minecraft.jar or any folders it's in read-only for some reason? I cannot reproduce this problem.
I can't see how this is a bug. Related to
MC-816?Why would you need it on slabs or stairs? You can't fall more than 1 block.
Cannot confirm in 1.4.4. Go to options->controls. Is sneak set to LSHIFT? (That's the default.)
As far as I can tell, when the slab is on top of the block, which is one block above the ground, sneaking works fine. It is only sneaking off a slab that is 0.5 blocks off the ground where the sneaking doesn't work.
I was able to sneak down the roof, but not off of it. I don't see how that could cause damage.
The farlands are intended to be very simplified. I think this works as intended.
I think this works fine for transparent blocks. For non-solid blocks though, this is definitely a bug.
Confirmed in vanilla.
(As per "Is Modded: Very likely")
But I can only seem to fall off stairs if there is NO drop.
(S = stair, A = air, B = block)
AA
AA
SA
BB
I CAN fall off here
AA
AA
SA
BA
BA
BA
BB
I CANNOT fall off here
AA
AA
SA
AA
AA
AA
BB
I CANNOT fall off here
Therefore, fall damage is impossible.
What exactly is ad-hoc mode?
I think the plain rocket should be removed from the inventory, but this isn't a bug.
Slimes go into water.
I can certainly confirm this. When I give an incorrect block an update, it deletes. Chunks around the portal are fine.
I think this works as intended.
What is the bug? (Servers are intended, BTW)
(If the firework was a block, then it could give off light, but it is an entity.)
This is invalid because of mods. Please close. Sorry, but JIRA is a list of bugs to help Mojang fix them, and this is not Mojang's problem, but rather the mod-maker's.
Do not mark things as affecting 1.5. It is impossible that you could have played it. Try updating to Minecraft 1.4.5.
Cannot confirm either. Did you switch to creative mode just as you died?
If you are using a 32 by 32 texture pack, your minecraft must be modded.
This is not a bug. Your computer simply isn't able to run minecraft.
I tested this on a single-player world only.
That's not a Minecraft problem because Minecraft doesn't control that. So this would be more appropriate on the mod's forum.
I can confirm.
Which raisin?
I got Entity ID 46872 in my crash in 12w49a.
No, signs are not entities. When they are destroyed, they reappear but without text.
Signs are blocks. An entity is something that can move/change. Item frames are actually entities.
The white oval is because of the vignette. I think the world is just loading.
Also happens when the egg teleports.