Sascha Baer
- bonehead
- bonehead
- Europe/Stockholm
- Yes
- No
In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up.
This bug is 100% reproducable and not even hard to fix once you understand it:
Chunks get s
lpit in 16x16x16 Sections.
If a Section is empty it gets deleted from the save to make the world smaller (as in how much space it takes on the Harddrive). Sections in the same chunk assume that they must be exposed to sunlight if there is an empty (and thus deleted) section above it and act as if they were, creating ugly patches of light in big caves. This bug is almost exclusive to custom maps, since the terrain generation almost never produces caves that are big enough, but it is a gamebreaker in maps (makes them too easy and look ugly).To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight.
To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection)
In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up.
This bug is 100% reproducable and not even hard to fix once you understand it:
Chunks get split in 16x16x16 Sections.
If a Section is empty it gets deleted from the save to make the world smaller (as in how much space it takes on the Harddrive). Sections in the same chunk assume that they must be exposed to sunlight if there is an empty (and thus deleted) section above it and act as if they were, creating ugly patches of light in big caves. This bug is almost exclusive to custom maps, since the terrain generation almost never produces caves that are big enough, but it is a gamebreaker in maps (makes them too easy and look ugly).To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight.
To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection)
In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up.
This bug is 100% reproducable and not even hard to fix once you understand it:
Chunks get split in 16x16x16 Sections.
If a Section is empty it gets deleted from the save to make the world smaller (as in how much space it takes on the Harddrive). Sections in the same chunk assume that they must be exposed to sunlight if there is an empty (and thus deleted) section above it and act as if they were, creating ugly patches of light in big caves. This bug is almost exclusive to custom maps, since the terrain generation almost never produces caves that are big enough, but it is a gamebreaker in maps (makes them too easy and look ugly).To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight.
To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection)
In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up.
This bug is 100% reproducable and not even hard to fix once you understand it:
Chunks get split in 16x16x16 Sections.
If a Section is empty it gets deleted from the save to make the world smaller (as in how much space it takes on the Harddrive). Sections in the same chunk assume that they must be exposed to sunlight if there is an empty (and thus deleted) section above it and act as if they were, creating ugly patches of light in big caves. This bug is almost exclusive to custom maps, since the terrain generation almost never produces caves that are big enough, but it is a gamebreaker in maps (makes them too easy and look ugly).To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight.
To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection) [NOTE: if it doesn't happen, try going away far enough to unload the chunk, wait a few seconds and then go back to it]
While I was mapmaking I was creating a Zombie Boss mob with increased He
lath (200 Hitpoints/100 Hearts). When I was testing it I realized that the Zombie was unable to deal any damage to me even though he was hitting me, while normal Zombies could. After some research I found out that Zombies apparently deal more damage the lower their health is.
To fix this bug simply add an exception to the code where if a Zombie has more health than 20, it's treated as if it were 20.
How to reproduce:
Create a Zombie with extremely high Health value (in my case 200 instead of the normal 20) and let it hit you in Survival.While I was mapmaking I was creating a Zombie Boss mob with increased Health (200 Hitpoints/100 Hearts). When I was testing it I realized that the Zombie was unable to deal any damage to me even though he was hitting me, while normal Zombies could. After some research I found out that Zombies apparently deal more damage the lower their health is.
To fix this bug simply add an exception to the code where if a Zombie has more health than 20, it's treated as if it were 20.
How to reproduce:
Create a Zombie with extremely high Health value (in my case 200 instead of the normal 20) and let it hit you in Survival.


Very bad bug description...
What happened before the world got corrupted? Did your PC crash? Or you closed your minecraft wihout saving (CAN potentually corrupt your game)
@Christian: mmh... restarting the game usually reloads the chunks, but if that's the case I'll add that into the description
Last pic was by me. It was taken on Vechs' Super Hostile #14 - Waking up, in Helix Cavern.
@Markku: Normal Superflat preset, make sure the area you incase has a whole chunk in it (like, from -5/-5 to 20/20). I just tested it, the bug's still there (obviously, it wasn't fixed)
Since lighting got rewritten for 13w07a, this bug MIGHT be fixed. However I can not acess the snapshot downloat at the moment so I can't check if that's the case. Can someone who has acess to the snapshot test it real quick?
Edit: okay mojang.com is back up and they didn't include the fixed lighting. That means the bug still exists in 13w07a
This is an annoying one, you can only use /kill on yourself. Most likely intended, but shouldn't be like that imo.
This is untrue. The 1.5.0 version was modded, yes, but afterwards I checked the mobs in clean versions and it still existed. The spawner kept spawning mobs that only dealt damage after their helth was significantly decresased. This issue can be recreated without any mods, the only thing you need is an NBT editor (which my only installed mod was). Please reopen this issue again as it does in fact relate to a unmodded Minecraft, and while 3rd-party tools are needed to create the bug, this is intended (otherwise Dinnerbone would've never made it so that you can modify spawners after all...)
Dinnerbone added the possibility to edit Spawners with external tools like NBTEdit to change all stats of any entity that is being spawned by these Spawners. One of the stats a mob, like a Zombie, has is the Health tag. By default this is 20, but it can be modified.
Now please tell me, if it was not intended that you can change these tags, why did he make it possible to spawn mods with modified tags?
Just for your information, these features were added in snapshot 12w26a, here's the wiki entry (there is no source listed, but I can confirm from experience, and I know for sure that Dinnerbone made a bunch of tweets about it):
"Monster Spawners now support extra information for the mobs it spawns. This allows unmodified games to have spawners for special variants of mobs. The player still requires external or modified means to set these parameters, though. Some examples of what Monster Spawners can spawn are Charged Creepers, Endermen holding specific blocks, Green Robe Villagers, and Villagers with custom trade offers."
If you still think this is unintended, please contact Dinnerbone to confirm, he will. Or ask a different mod here, but please one that knows the difference between "Modded game" and "Intended, but needs external tools to achieve"