Bill Kleinhomer
- BTK7
- btk7
- America/Havana
- Yes
- No
Changed Description:
Wolf AI seems to be much more scattered than in past versions. Self preservation issues too? See attached video link: Link
I should add specifics:
- Wolf tracking to sheep in video seemed adverse to running in the diagonal.
- Wolf down right ignored the fact that I punched the sheep (2nd sheep in video). Had to punch a second time. (This demonstration was for the video, what prompted the video was that I was seeing repeatable abnormalities with wolf behavior)
- Wolf nearly drowning self (This was actually the second time I saw this, and I had to work a little to repeat it, but the first time the wolf sat under the water much longer than in the video. See #4 for why I believe in the video he saved himself.)
- Wolf seems to randomly run away from you, different from ambient movement since it seems very linear, and almost intentionally going in X direction for X distance like it saw a skeleton or something. We see this 2 times in the video. First while I was waiting for the wolf to attack the 2nd sheep, and 2nd when the wolf was sitting under a solid block drowning.
Changed Description:
Wolf AI seems to be much more scattered than in past versions. Self preservation issues too? See attached video link: Link
I should add specifics:
- Wolf tracking to sheep in video seemed adverse to running in the diagonal.
- Wolf
down right ignored the fact that I punched the sheep (2nd sheep in video). Had to punch a second time. (This demonstration was for the video, what prompted the video was that I was seeing repeatable abnormalities with wolf behavior)- Wolf
nearly drowning self (This was actually the second time I saw this, and I had to work a little to repeat it, but the first time the wolf sat under the water much longer than in the video. See #4 for why I believe in the video he saved himself.)- Wolf
seems to randomly run away from you, different from ambient movement since it seems very linear, and almost intentionally going in X direction for X distance like it saw a skeleton or something. We see this 2times inthevideo. First while I was waiting for the wolf to attack the 2nd sheep, and 2nd when the wolf was sitting under a solid block drowning.Wolf AI seems to be much more scattered than in past versions. Self preservation issues too? See attached video link: Link
I should add specifics:
- Wolf tracking to sheep in video seemed adverse to running in the diagonal.
- Wolf seems to stop tracking to just randomly jump without forward movement (I did not bump him in the video, backed off just to prove it).
- Wolf down right ignored the fact that I punched the sheep (2nd sheep in video). Had to punch a second time. (This demonstration was for the video, what prompted the video was that I was seeing repeatable abnormalities with wolf behavior)
- Wolf nearly drowning self (This was actually the second time I saw this, and I had to work a little to repeat it, but the first time the wolf sat under the water much longer than in the video. See #4 for why I believe in the video he saved himself.)
- Wolf seems to randomly run away from you, different from ambient movement since it seems very linear, and almost intentionally going in X direction for X distance like it saw a skeleton or something. We see this 2 times in the video. First while I was waiting for the wolf to attack the 2nd sheep, and 2nd when the wolf was sitting under a solid block drowning.
Bill Kleinhomer: This may be a short-term workaround, but the Intel driver still has fatal bugs and will crash again at some point, as long as your driver version is 10.xx.xx.xx or 20.xx.xx.xx and not 15.xx.xx.xx (see top left corner of the debug screen (F3))
And treat this as your final warning.

[20:09:22] [Client thread/INFO]: Setting user: BTK7
[20:09:22] [Client thread/INFO]: (Session ID is token:a106c9c056224b12a4f2403cedcefa2b:5b24a2914ad54251b15dd6fa2551959c)
[20:09:22] [Client thread/INFO]: LWJGL Version: 2.9.4
[20:09:23] [Client thread/INFO]: Reloading ResourceManager: Default
[20:09:23] [Sound Library Loader/INFO]: Starting up SoundSystem...
[20:09:23] [Thread-5/INFO]: Initializing LWJGL OpenAL
[20:09:23] [Thread-5/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[20:09:23] [Thread-5/INFO]: OpenAL initialized.
[20:09:24] [Sound Library Loader/INFO]: Sound engine started
[20:09:24] [Client thread/INFO]: Created: 1024x512 textures-atlas
[20:11:31] [Server thread/INFO]: Starting integrated minecraft server version 1.9
[20:11:31] [Server thread/INFO]: Generating keypair
[20:11:31] [Server thread/INFO]: Preparing start region for level 0
[20:11:32] [Server thread/INFO]: Preparing spawn area: 52%
[20:11:33] [Server thread/INFO]: Changing view distance to 12, from 10
[20:11:33] [Server thread/INFO]: BTK7[local:E:dfe07aed] logged in with entity id 261 at (-152.90539546577267, 64.0, 254.15150687350896)
[20:11:33] [Server thread/INFO]: BTK7 joined the game
[20:11:34] [Server thread/INFO]: Saving and pausing game...
[20:11:34] [Server thread/INFO]: Saving chunks for level '3-2-16'/Overworld
[20:11:34] [Server thread/INFO]: Saving chunks for level '3-2-16'/Nether
[20:11:34] [Server thread/INFO]: Saving chunks for level '3-2-16'/The End
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AL lib: (EE) alc_cleanup: 1 device not closed
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
Issue resolved. I had allocated 4GB of RAM for my client itself in the JVM arguments, but it was apparently not enough. After setting it to 8GB, the world loads again.
Kumasasa, I appreciate the comment, but I did look at the version of the driver and it is 20.19.15.4364
And I still receive crashes from it.
I have looked up other means, such as defaulting to my NVIDIA graphics card. Which seems to be the overall better option anyways, since it can handle a heavier load of work.
I apologize for vulgar language, but to be given a KB from 1.6.4 and told it automatically applies to what is going on to a version that has been out for 4 days, seems mind blowing.
Ah, thanks.
I also get this. Also additional issues surrounding the Enchantment Table, but I have seen this.
I can confirm this is an issue.
Duplicate of
MCPE-22554Duplicate of
MC-127730?Neko, not sure why you marked mine as a duplicate. Created earlier, and contains more details...
Still an issue in 1.13pre2
Can confirm. Easier to experience by selecting a cave generation (of any biome I believe). I actually was using this to spawn on top of the world. Initially it will spawn you in a wall, you suffocate, then every subsequent spawn will be above the world.
Your only hope to get back into the world will be because water lakes interrupt the bedrock.
Not really a bug. The skeleton AI tries to distance itself from the player while strafing.
Bump this issue. Exists in 1.13 as well. Not sure what is wrong. Can we know how to change these keybinds?
I can use F3 to get to debug, but I cannot use F3+Q/C/H or whatever else. I can however do Shift+F3 to access the pie charts.
IGNORE - It's my keyboard.
@s - }}Targets only one entity—the entity that executed the command, including dead players. If the executor was not an entity, for instance if the executor was a command block or a server console, this selector will find nothing. Target selector arguments may be used to specify whether the executor is actually eligible to be targeted. For example, {{@s[type=cow,team=Red] will only target the executor of the command if the executor was a cow on team Red.
Source: https://minecraft.gamepedia.com/Commands
Pretty sure this isn't a bug?
Your command works when run from the player's chat.
Still in 1.14.3