Kevin Gagnon
The collision box for the layered snow block with 8 states has an off by 1 error. For example, if you place it with just 1 layer, you do not have any collision on it. If you place a full max amount of layers (8), you sink down 0.125.
This is most noticeable if you put a half slab sized snow block next to the non layer-able variant of the full sized snow block, you cannot step up it.
If this was intended behavior I figure the non layer-able variant of the snow block would also have this "sink in 0.125" behavior, but it does not.
MCP Code snippets where the problem exists and how to fix:
First fix:
net.minecraft.block.BlockSnow.getCollisionBoundingBox:
first line: int i = ((Integer)blockState.getValue(LAYERS)).intValue() - 1;
to fix: remove the " - 1"
to look like: int i = ((Integer)blockState.getValue(LAYERS)).intValue();Second fix:
net.minecraft.block.BlockSnow.isFullyOpaque:
the "== 7" should be "== 8"
tofix:"return ((Integer)state.getValue(LAYERS)).intValue() == 8;"The collision box for the layered snow block with 8 states has an off by 1 error. For example, if you place it with just 1 layer, you do not have any collision on it. If you place a full max amount of layers (8), you sink down 0.125.
This is most noticeable if you put a half slab sized snow block next to the non layer-able variant of the full sized snow block, you cannot step up it.
If this was intended behavior I figure the non layer-able variant of the snow block would also have this "sink in 0.125" behavior, but it does not.
MCP Code snippets where the problem exists and how to fix:
First fix:
net.minecraft.block.BlockSnow.getCollisionBoundingBox:
first line: int i = ((Integer)blockState.getValue(LAYERS)).intValue() - 1;
to fix: remove the " - 1"
to look like: int i = ((Integer)blockState.getValue(LAYERS)).intValue();Second fix:
net.minecraft.block.BlockSnow.isFullyOpaque:
the "== 7" should be "== 8"
to look like: return ((Integer)state.getValue(LAYERS)).intValue() == 8;
Inventory desync when clear and give command used with chain command blocks
When clearing a players inventory of a certain item then giving another item, the first item does not show up until you force a manual update of the slot by trying to place something in the "empty" slot that actually has an item, but only if they didn't have the item to begin with. Slot count will remain 1 behind if you don't force an update.
Steps to reproduce:
1. Run "clear" command on yourself to make sure inventory state reset
2. Give yourself a stack of gold_nugget items
3. Place down a command block in impulse/need redstone mode, give it the command: "clear @p gold_nugget -1 2"
4. Place down a command block with the first one pointing to it, put it in chain/conditional/always active mode, give it the command: "give @p spawn_egg 1 17"
5. Put a button on the impulse command block, press it.Wether you are in creative or adventure mode, it should have taken 2 gold nuggets off you and given you a ghosted invisible spawn egg in the next logical inventory spot.
You can confirm this by splitting the gold nugget stack and trying to place it where you would have expected the spawn egg to be, the game will then realize the issue and cancel the placement and actually show the spawn egg.
Alternatively, you could just press the button a second time, and you will see you finally have 1 spawn egg, but its actually 2, select the spawn egg, press q to toss them, it'll cancel that action and show 2 spawn eggs now.
After forcing a manual update, the problem appears to go away until you no longer have any of that item or have cleared your inventory.
This is the only scenario I have found this issue, but also the only easy way I can trade 1 item for another as a form of currency so its a fairly major bug for what I need.
Edit: appears to be mostly related to chain command blocks and use of clear command or maybe just multiple inventory based commands, if you replace the command from step 4 with "/enchant @p sharpness 3" and have a sword, the same type of issue happens, your sword doesnt appear enchanted until you try to move it in your inventory.
When clearing a players inventory of a certain item then giving another item, the first item does not show up until you force a manual update of the slot by trying to place something in the "empty" slot that actually has an item, but only if they didn't have the item to begin with. Slot count will remain 1 behind if you don't force an update.
Steps to reproduce:
1. Run "clear" command on yourself to make sure inventory state reset
2. Give yourself a stack of gold_nugget items
3. Place down a command block in impulse/need redstone mode, give it the command: "clear @p gold_nugget -1 2"
4. Place down a command block with the first one pointing to it, put it in chain/conditional/always active mode, give it the command: "give @p spawn_egg 1 17"
5. Put a button on the impulse command block, press it.Wether you are in creative or adventure mode, it should have taken 2 gold nuggets off you and given you a ghosted invisible spawn egg in the next logical inventory spot.
You can confirm this by splitting the gold nugget stack and trying to place it where you would have expected the spawn egg to be, the game will then realize the issue and cancel the placement and actually show the spawn egg.
Alternatively, you could just press the button a second time, and you will see you finally have 1 spawn egg, but its actually 2, select the spawn egg, press q to toss them, it'll cancel that action and show 2 spawn eggs now.
After forcing a manual update, the problem appears to go away until you no longer have any of that item or have cleared your inventory.
This is the only scenario I have found this issue, but also the only easy way I can trade 1 item for another as a form of currency so its a fairly major bug for what I need.
Edit: appears to be mostly related to chain command blocks and use of clear command or maybe just multiple inventory based commands, if you replace the command from step 4 with "/enchant @p sharpness 3" and have a sword, the same type of issue happens, your sword doesnt appear enchanted until you try to move it in your inventory.
Edit 2: the result message is also very weird for this type of clear command, despite filtering it for just a specific item for a specific count it will say stuff like "Cleared the inventory of NAME, removing 12 items", 12 items being the total count of everything I have, the code logic of the clear command probably needs a good cleanup.
I'm not using any commands in the context of this issue.
RETROACTIVELY AFFECTING MARKETPLACE MAPS - Wither Skeleton no longer respecting custom minecraft:attack component in behavior pack
RETROACTIVELY AFFECTING MARKETPLACE MAPS- Wither Skeleton no longer respecting custom minecraft:attack component in behavior packAdd-on Bug, retroactively affecting existing marketplace maps - Wither Skeleton no longer respecting custom minecraft:attack component in behavior pack
You guys must have some hardcoded behavior for existing projectiles or something vs custom made ones.
- If I make an entity shoot a minecraft:shulker_bullet projectile, it uses homing correctly
- If I modify minecraft:thrown_trident and add '"homing": true' and make an entity shoot it, it uses homing correctly
- If I new projectile copied exactly from the shulker_bullet entity json and update format_version to 1.10.0 or 1.8.0 etc, and give it my own custom identifier, eg mzo:test_projectile, and make an entity shoot it, it instantly falls to the ground, even if i set gravity to 0 (which is ignored with the other entities anyways)
Modified bug title, Ive managed to isolate this bug down to an interaction between evocation_illagers and zombie_pigman, restored the original json files + a targetting tweak to make sure it wasn't my behavior pack to blame. From my observations it is something to do with the evocation_fang hitting a zombie pigman, causing an edge case that crashes the game.
1.11.3 crash:
Faulting application name: Minecraft.Windows.exe, version: 1.2.15.0, time stamp: 0x5cda1049
Faulting module name: Minecraft.Windows.exe, version: 1.2.15.0, time stamp: 0x5cda1049
Exception code: 0xc0000005
Fault offset: 0x0000000000f75af0
Faulting process id: 0x3e4
Faulting application start time: 0x01d51459adfeae01
Faulting application path: C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.11.301.0_x64__8wekyb3d8bbwe\Minecraft.Windows.exe
Faulting module path: C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.11.301.0_x64__8wekyb3d8bbwe\Minecraft.Windows.exe
Report Id: 2fb69af7-6ad1-4e28-ab6e-7b34b176cb64
Faulting package full name: Microsoft.MinecraftUWP_1.11.301.0_x64__8wekyb3d8bbwe
Faulting package-relative application ID: App
1.11.4 crash:
Faulting application name: Minecraft.Windows.exe, version: 1.2.15.0, time stamp: 0x5ce32765
Faulting module name: Minecraft.Windows.exe, version: 1.2.15.0, time stamp: 0x5ce32765
Exception code: 0xc0000005
Fault offset: 0x0000000000f76fa0
Faulting process id: 0x1c68
Faulting application start time: 0x01d5145ac1edfcd2
Faulting application path: C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.11.402.0_x64__8wekyb3d8bbwe\Minecraft.Windows.exe
Faulting module path: C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.11.402.0_x64__8wekyb3d8bbwe\Minecraft.Windows.exe
Report Id: d9b4603f-9267-4087-b640-928eda43f2ca
Faulting package full name: Microsoft.MinecraftUWP_1.11.402.0_x64__8wekyb3d8bbwe
Faulting package-relative application ID: App
I can provide more info about the behavior packs and isolate problem behaviors if required.
Game keeps crashing whenmass of custom behavior pack mobs attacking other custom mobsGame keeps crashing when a lot of evocation_illagers are attacking a few zombie_pigman
Since I was given the ticket to this issue, I decided to make some changes to make this report a bit more informative. For full information, see MC-96024. I'm just going to sum it up shortly in this report.
The bug
If you connect any animals to a lead, then place the lead on a fence, then go far away from them (Until they become unloaded), then go back, there is going to be most of the times one of these issues occurring:
- The lead will simply break and drop as an item on the ground.
- The lead will become invisible, sometimes unloading and reloading will fix this issue, sometimes not. If this occurrence happens, the client will think the animal isn't actually leashed, and you can right click it to leash it, however due to this being only client side, you cannot place the lead on a fence.
- The leads will glitch out and connect to an invisible target far away (See pictures). Following the lead for a bit of time will fix this, or, in some cases, make occurrence #1 happen.
I have yet to find a way to, using command blocks, leash the animals back. I'm not exactly sure how the leashing part works technically. It seems like there are two tags for every mob that are related to leads, but all they do is place a lead on the specified location, not connect the animal to it.
Code analysis
Code analysis by Kevin Gagnon can be found in this comment.

I am experiencing this as well, not remembering login, crashing on start of download. I have been digging into it further.
I have a temporary workaround:
1. Run the pack from curse so it can prepare the files. Then close the new minecraft launcher that comes up.
2. Run the new minecraft launcher like this, note you will have to adjust both paths to be the correct one for you with your username: "C:\Users\Corosus\Documents\Curse\Minecraft\Install\minecraft.exe" --workDir "C:\Users\Corosus\Documents\Curse\Minecraft\Install"
The use of --workDir is the fix that worked for me, curse launcher doesnt run with that argument.
Curse has suggested to me that it is a bug with the new launcher when run from a different directory.
Using windows 7, launcher version 2.0.713
Using curse live(beta) version, and minecraft launcher 2.0.729 which I assume is the update MansOlson is referring to still freezes up at "Preparing..."
Curse has released a fix on their alpha release channel which works perfectly, no need to use my above workaround anymore.
Steps:
1. In curse, go to settings
2. In settings, click Minecraft
3. Scroll down to "Preferred release" and set it to alpha
4. Save changes and close settings
5. Click the question mark above the settings button
6. Click "about curse"
7. Click switch to alpha
8. Let curse install and restart
After all that you should be able to run your modpacks fine, works perfectly with new launcher. Hopefully they will push this fix to the live release sometime soon.
Same issues here, from my report:
When clearing a players inventory of a certain item then giving another item, the first item does not show up until you force a manual update of the slot by trying to place something in the "empty" slot that actually has an item, but only if they didn't have the item to begin with. Slot count will remain 1 behind if you don't force an update.
Steps to reproduce:
1. Run "clear" command on yourself to make sure inventory state reset
2. Give yourself a stack of gold_nugget items
3. Place down a command block in impulse/need redstone mode, give it the command: "clear @p gold_nugget -1 2"
4. Place down a command block with the first one pointing to it, put it in chain/conditional/always active mode, give it the command: "give @p spawn_egg 1 17"
5. Put a button on the impulse command block, press it.
Wether you are in creative or adventure mode, it should have taken 2 gold nuggets off you and given you a ghosted invisible spawn egg in the next logical inventory spot.
You can confirm this by splitting the gold nugget stack and trying to place it where you would have expected the spawn egg to be, the game will then realize the issue and cancel the placement and actually show the spawn egg.
Alternatively, you could just press the button a second time, and you will see you finally have 1 spawn egg, but its actually 2, select the spawn egg, press q to toss them, it'll cancel that action and show 2 spawn eggs now.
After forcing a manual update, the problem appears to go away until you no longer have any of that item or have cleared your inventory.
This is the only scenario I have found this issue, but also the only easy way I can trade 1 item for another as a form of currency so its a fairly major bug for what I need.
Edit: appears to be mostly related to chain command blocks and use of clear command or maybe just multiple inventory based commands, if you replace the command from step 4 with "/enchant @p sharpness 3" and have a sword, the same type of issue happens, your sword doesnt appear enchanted until you try to move it in your inventory.
Edit 2: the result message is also very weird for this type of clear command, despite filtering it for just a specific item for a specific count it will say stuff like "Cleared the inventory of NAME, removing 12 items", 12 items being the total count of everything I have, the code logic of the clear command probably needs a good cleanup.
Found out how to fix this in vanilla code I think. Encountered the bug reliably with my own entity using forge, upon debugging I tracked it down and tested a fix, works consistently for me. Heres my notes based on MCP mappings:
So vanilla behavior works like this:
An important note here is that EntityLiving.leashNBTTag is not written to disk, it only writes to the "Leash" nbt tag if EntityLiving.leashedToEntity is not null.
So heres the real bug: There is an edge case where the entity can load and then instantly unload before it has a chance to tick, causing the data loaded into EntityLiving.leashNBTTag, but then never properly used to set EntityLiving.leashedToEntity, since EntityLiving.leashNBTTag is not serialized, the leashed data is now lost forever, breaking the leash link.
Heres the fix: In EntityLiving.writeEntityToNBT, at the end of the "if (this.leashedToEntity != null)
{" if statement, add an else clause: {code:java}} else if (leashNBTTag != null)
{ compound.setTag("Leash", leashNBTTag); } {code}This makes sure the leashNBTTag data is preseved if it wasnt able to get made use of.
Note I only confirmed this fix with my own entity that reproduces it a lot, did this test fix in vanilla code and confirmed it fixes it, tested with my entity leashed to a fence post only, not to another entity eg the player, which probably doesn't have the bug since theyre always chunkloaded.
Also note, you will still get visibly broken leash links on the client side, but server side the link is still there.
Updating to say this is still unresolved in 1.10 and breaking balance of some marketplace maps.
Still affects 1.11.4 Release
Thought my behavior pack was bugged, but found this for the first google result, my map needs dodaylightcycle to be false unfortunately.
Might be fixed in 1.12 now, needs testing "Removing a timer component and adding a new one should no longer have the new timer inherit the old timer's time value"
Still happening in 1.12.0
Affects 1.16.3 with entities that have a width of 1.0 (and possibly larger)
Same issue here, was very confused and glad I found this post. q.heightmap doesnt work either.