Fang Zhang
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- Asia/Shanghai
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Fang Zhang: This is actually another bug, not an underlying issue to this one. The wrong z-order and your marker duplication are equally bad, but I think your find would warrant another bug report. I'm not sure if it can be accepted as you are playing a modded game. It's still worth a try I suppose. Your image made me think about a map I have ingame and explains perfectly why a certain marker looks "3D" in the item frame - there are a lot of duplicates stacked, though not as many as you have.
No wonder why in vanilla I have had maps that show only one marker without the patch, even though there was just one copy on a wall and one on me - the one on the wall must have been duplicated.
After applying my patch to MC-3416 that draws the map markers in front of the map instead of behind it, Fang Zhang was able to take this screenshot that reveals that map markers have been duplicated:
After a simple test I have a found a way to replicate this bug in vanilla:
- Create a new regular superflat world
- /tp 0 5 -200
- /setworldspawn
- (to make sure 0,0 gets unloaded)
- /tp 5 5 5
- Create a map and put a copy in a frame, leaving one copy in your hand.
- /tp 5 5 200
- /tp 5 5 5
- Repeat last two steps twice.
- Drop the map from your inventory and pick it up again
Your marker has now disappeared, because MC-3416 hides all markers except the first four and reloading the chunk three times has now duplicated the marker in the frame to fill slots 1-4.
I took some additional screenshots after a command block machine had teleported me back and forth for some time, which demonstrate both MC-3416 and this bug: The map marker has been duplicated and the markers are being offset in the wrong direction.
Code analysis by Marcono1234 in this comment.
Fang Zhang: I submitted the marker duplication as MC-74153. David Buckley: You guessed correctly, they can be seen behing the frame (see mentioned bug), which proves the cause for this bug too - markers are being offset in the wrong direction.













Are you sure that they are missing, not clipping through the ceiling? Have you looked for them on the roof?
Since it is an AOE "attack" requiring no unobstructed line of sight, I'd assume that this is working as intended. If anything, the wiki should state this in a clearer way.
This seems to be a duplicate of
MC-65699. Fortune is irrelevant.Something interesting (and maybe useful): under a certain setup, there are actually two ranges of angles causing the pillar to disappear (both narrow). That is, as I move the mouse up, it disappears for a second, then reappears, and disappears again when I'm almost looking straight up. I'm uploading all my screenshots for this.
In all screenshots (except the first) I'm standing atop the emerald pillar. As I move the camera up (screenshot 2~7), the light disappears, reappears, then disappear again.
Note: I'm using the default superflat world. There are 5 air blocks between the pyramid and the emerald pillar.
With this method one can overwrite pretty much any block (if space permits).
Dug a little into the code and found nothing obviously wrong (I'm using 1.8)...
It would help if you report some exact data on the item-to-fish ratio.
By the way, if you don't know already, LotS does increase the probability of treasures, by 1% per level.
Well, this distribution does not feel right. With a vanilla rod, 5/50 treasure and 3/50 junk? Not the most impossible thing in the world, but certainly unlikely... (see screenshot)
Note: this is NOT vanilla (I applied Altti's one-line fix), but illustrates my point.
I just found out something...
Altti's one-line fix does ensure that all arrows are displayed, but it doesn't resolve the real underlying issue - why there are so many arrows. After some experiments, it seems to me that whenever a chunk is unloaded and loaded, all item frames in that chunk will have their corresponding green arrows duplicated.
I realized that because after using Altti's one-line fix, we had a map (of the hell) where the arrows piled up like... can't describe it, see screenshot.
For what it's worth: We have a 15w51b server where entering the end often trigger this bug. Whenever the bug is triggered, the server log outputs "<player name> moved wrongly!" If the bug isn't triggered, the log message is instead something like "<player name> moved too quickly! 471.8518178045263,9.945106652967922,972.740300396834". (Our end portal in overworld is at -371, 38, -972, and the correct destination is 100, 50, 0 in the end.)
Could anyone link to the video proofs of those confirmed issues?
MC-10755is a totally different case, where sound game logic just results in some non-intuitive behaviours. This is an anti-cheat feature accidentally breaking the game logic.Affects 1.12. As mentioned above, since the arrows no longer stack, the original method to produce no longer works, but the easiest way to see the arrow duplication is to do it in the Nether. See attached screenshot.
Affects 1.12.2.
@Vindicar Can you elaborate? Did you just left click the map out of the item frame, or break the item frame altogether? Is this bug reliably reproducible?
This bug report is in a bad state because the current description does not fit the current bug. It's a different bug with the same syndrome.
This seems to be fixed in 1.13.1 along with the other map marker bugs (
MC-73andMC-1528). Hooray!