Tin Svagelj
- Caellyan
- caellyan
- Europe/Stockholm
- Yes
- No
Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer (3;minecraft:air;1.
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.This might be a duplicate of
MC-56917, but that seems to apply to cubic chunk rendering and my bug seems to be related to world storage format.Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.This might be a duplicate of
MC-56917, but that seems to apply to cubic chunk rendering and my bug seems to be related to world storage format.
Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when youenteryou will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.This might be a duplicate of
MC-56917, but that seems to apply to cubic chunk rendering and my bug seems to be related to world storage format.Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This might be a duplicate of
MC-56917, but that seems to apply to cubic chunk rendering and my bug seems to be related to world storage format.
Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This might be a duplicate of
MC-56917, but that seems to apply to cubic chunk rendering (and is closed) and my bug seems to be related to world storage format.
Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This
might be a duplicate ofMC-56917, but that seems to apply to cubic chunk rendering (and is closed) and my bug seems to be related to world storage format.Chunks behave weirdly in following ways if they are generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This seems similar to
MC-56917, but that seems to apply to cubic chunk rendering (and is closed) and my bug seems to be related to world storage format.
Chunks behave weirdly in following ways if they are
generated empty:
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This seems similar to
MC-56917, but that seems to apply to cubic chunk rendering (and is closed) and my bug seems to be related to world storage format.Chunks behave weirdly in following ways if they are empty when server is loaded (might be only client):
- Blocks placed in these chunks don't render. This also applies to special TE renderers. Bounding box does render as shown in screenshots. It also seems as if these blocks instead of rendering in their own chunks render in nearby chunks that also don't contain any blocks. It only renders them and they are not actually there, so player can pass trough them.
- When player exits and enters the world in one of these chunks his position can't change unless teleported out, camera rotation works fine however.
- If a block is placed in one of these chunks and player exits and enters the world the chunk starts behaving properly even after removing all blocks in it, it still behaves like is should but upon re-entering the game they break again.
- When player enters these chunks, the whole screen gets darker.
- If player teleports himself/herself into block-containing chunks after logging in in one of these chunks, he can move trough them normally, but if he tries to teleport somewhere else in the same empty chunk or another empty one, he/she still can't move.
- When one chunk is fixed by placing blocks in it and exiting and entering the world, all of the vertically parallel chunks seem to get fixed.
- Players slowly fall in these chunks as they do in unloaded ones
I think this has something to with world saving because it gets fixed as soon as some data is stored in the broken chunks. Another thing that lead me to that conclusion is the fact that these chunks seem to be linked somehow in the client as if server is making the client think that they all share the same blocks when they get placed in one of them - they aren't rendered in the correct one, but in all of the other empty chunks they do get rendered. Screen getting darker and players slowly falling in these chunks makes me think that server doesn't even send data about these chunks to client because behaviour seems similar to behaviour you get if you enter unloaded chunks in laggy worlds/servers.
This also seems to be a new bug as I didn't come across these problems few versions back (before 1.9 snapshots).
Steps to replicate:
Create a superflat world with 1 air layer ( 3;minecraft:air;1; ).
All chunks should behave like this and when you enter you will not fall into void as you should, you will just be stuck in mid air because of the weird behaviour.Picture descriptions:
First picture - Bounding box seems to render properly, but blocks don't.
Second & third pictures - Screen gets darker as player enters these chunks.
Fourth picture - Surrounding empty chunks seem to render blocks that aren't rendered in the chunks actual blocks were placed in.
Fifth picture - Blocks are only rendered and player can get trough them, they aren't actually there.This seems similar to
MC-56917, but that seems to apply to cubic chunk rendering (and is closed) and my bug seems to be related to world storage format.
I am not asking for chested horses to work. I am asking for a fix to prevent Minecraft from crashing.
If this is done by preventing the client from displaying the GUI or a similar solution, alright.
However like Tin Svagelj said it would be useful for Map Making.





It is a bug, maps don't keep their names after player spends experience renaming them. Furnaces keep their names, enchanting tables keep their names, chests keep their names, but maps don't. This is a bug. It is also one of those 1-minute-fix bugs.
I don't see why this shouldn't be fixed?!
@Dinnerbone
This should be considered a bug. You can access this feature within the game without using third party programs and it causes a crash.
Is it really such a problem to extend an array to prevent crashing?
Bug still occurring in version 1.8.7!
Actually, this is /fill command not doing its job right. Fill command doesn't destroy old tile entities, just their blocks and since MC has custom renderers for some tile entities, old renderer remains.
As old tile entity remains in the same place and when placing another you create a new one, you end up with two tile entities in the same place and a new block which actually opens new GUI.
This is /fill and similar commands not (re)moving tile entities as they are supposed to.
Also, the reason this glitch resets after restarting the world is because Minecraft tries to validate tile entities when they load and see if their block is still there (which fill doesn't) and destroys them if their block doesn't exist.
It is weird however that /fill does work below 63. This is probably another bug that has to do with chunk update inconsistencies.
Can confirm this bug is still present in latest version of the game. @karstvgl gave correct steps to replicate this bug. It should be fixed now considering it can be caused from within the game. @Dinnerbone said no before because it was caused by third party tools, now it is caused by Minecraft commands. Anyone not seeing this is a bug is an oblivious fool (unless someone from Mojang says they don't consider it a bug). I don't see what mods are doing with this?! When this issue was said to be invalid it was because third party tools were used to create it, now it's a very valid issue - code shouldn't break like this. An AI would be doing a better job at keeping track of bugs than mods here (apparently). This is not a hateful comment, it is merely constructive criticism.
I believe those three reasons are enough. This isn't a hard-to-fix problem, it's just a single number or if statement.