Eric
- creeper_3000
- creeper_3000
- America/Chicago
- Yes
- No
If you start breaking a block in survival mode and switch to spectator mode, that block gains the ability to show the breaking animation.
Steps:
1. Go into survival mode
2. Start breaking a block, but do not finish
3.Switch to spectator mode without letting go of left click (such as by triggering a command blockwitha pressure plate)
4. Attempt to break the same block
5. Notice the breaking animation and particles.Blocks cannot be broken in this way, but in singleplayer you can see the animation. Unsure if animation shows in multiplayer.
Could not find any other bug reports through a search. P
elase inform me if I was wrong.If you start breaking a block in survival mode and switch to spectator mode, that block gains the ability to show the breaking animation.
Steps:
1. Go into survival mode
2. Start breaking a block, but do not finish
3. Let go of left click and switch to spectator mode
4. Attempt to break the same block
5. Notice the breaking animation and particles.Blocks cannot be broken in this way, but in singleplayer you can see the animation. Unsure if animation shows in multiplayer.
Could not find any other bug reports through a search. Please inform me if I was wrong.
Eric no bots update the affected versions, mod do, and indeed a new comment would be much more noticable then a edited comment



Sand is only affected by the sticky piston when it is pulled back, it does not remain "stuck" to the piston forever.
Go into the escape menu, multiplayer settings, chat settings and see if chat is turned on.
Thanks. This is not a bug, just normal piston mechanics (as far as I know, correct me if I'm wrong). It's always been that way as far as I know.
I thought that they were one of the few mobs that still damage the player on peaceful difficulty (the other being iron golems.) The only issue I can see here is them not pathfinding right, or the gamemode being on creative.
Cake items never dropped, whether you broke them by hand or by removing blocks underneath it.
The breeding is based on the number of "valid" doors, which is calculated by a door with sunlight on one side and none on the other. A reason that the villagers are disappearing might be because of zombies, depending on difficulty. These may be bugs, but I don't have enough information to tell.
I didn't know that they ever really did drop the block back. Huh.
I think they sometimes pick up blocks or place them, especially when damaged. I thought it was an item drop that you were talking about. =) I think that it would be a good feature for the game (if you have a beacon and an enderman steals a block, it's pretty bad) but I don't know. Thanks for the response!
Ok, thanks for the fact check. =)
Thanks, that's perfect. I was thinking about adding links, but you've got 'em. =)
They can only pick up a few blocks tho, grass, dirt, mycelium, sand, gravel, clay, flowers and mushrooms, cactus, melon, pumpkin, and tnt. So no risk of losing a diamond block, but I won't store my Tnt outside next to my redstone area anymore... =P
No problem, here to help
The doors also have to be "valid," which is calculated by doors with sunlight on one side and none on the other. Again, there's also the 3 doors to a villager calculation that I've heard of.
Well, that was a fast response from a Moderator. If he is reading this, Thanks!
It seems that water is having update problems in general...
I get 233, I'll try to disable the beacons if I can. If I place a sign and start typing, it'll crash me. I updated MC, but same thing happened. Got a crash report out of it.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Documents and Settings\Kid's\Application Data\.minecraft\crash-reports\crash-2012-11-03_15.05.39-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
Yesterday, (Nov. 3) I was having the bad packet id 233 error, (among others such as "sting length below zero! weird string!" and the server appearing as 1.3 for a while) when I read this, I started flying toward my house (the nearest structure, it had a beacon and a bunch of item frames) and as I got closer, it started disconnecting me at an increased rate. I used to have 2 seconds between disconnects, but when I got near my house, it was instant. It may have been coincidence that I was nearing my house, but I don't know. I gave up for a while, but when I logged back on later, there was one person on and it worked fine. I didn't have the problem for the rest of the day. Sorry for the long comment. =)
You've tried reloading the world? Was your computer under strain at the time? (Loading videos, downloading something, etc.) Did you try changing the render distance? Forcing update? These are some possible fixes, but it sounds different than that. Haven't ever experienced this.
That was hard to read, thanks for the translation. The pigman was an intended feature a long time ago, but was never put in. It was intended around the time of the zombie pigman's introduction (I think, correct me if I'm wrong), and was planned as the NPC villager. There's a minecraft wiki page on it here (http://www.minecraftwiki.net/wiki/Pigman), and I think the idea of using them as the villager was scrapped. Kind of like the Red Dragon and the Minecarts being used as boats for lava, it was said to be confirmed, but hasn't happened yet.
This isn't a bug report though, and is irrelevant. Please remove it or a Moderator will probably mark it as irrelevant. Thank you.
I agree. I have a bow with flame that does a 1-hit kill to pigs and they drop cooked porkchops. I have a similar sword with Fire Aspect that 1-hit kills pigs also, and they drop raw porkchops. I wand my sword to cook the pork too. I think it is a bug.
I have this issue too, and it usually happens while pressing a key and clicking at the same time. I think Dinnerbone tweeted something about this, and I followed a link to update LWJGL manually, and found that I still had the problem. It happens most often in combat when you're trying to move and attack at the same time, and when keys stick, it makes it hard to impossible to fight.
It would probably be done like leather armor currently is, and thanks for editing the capitalization of each word out.
I totally agree with Grum (who shares my first name, though spelled a bit different.) It makes my eyes stop moving at each capitalized letter, making it hard to read and comprehend. Please stop it!
Edit: spelling
I have the exact same error, BUT I know that my dad has blocked Minecraft.net so I can login to minecraft fine, but as soon as I try to connect to any server with the online check on, it does that. I have a fully premium version of minecraft, but it's a problem with me being able to log into minecraft, but not any server that's not "cracked." This is very limiting, but not a minecraft issue as far as I know.
Erm, sorry if it was phrased that way. Trying to help, and thanks for the response. =)I know that, as far as I know, this isn't a minecraft bug.
Edit: Oh, sorry, did you mean me or him? I'll delete this if you mean him...
This has been said before. When you destroy the item frame in survival, you get them both back, but they are stacked. It appears as if there is only one drop, but it puts two in your inventory.
Duplicate of
MC-886.According to the wiki (I think) it says that they can't include the updated libraries because it has some problems with Macs. Correct me if I'm wrong. The most recent time that I had this issue was with the latest stable version installed manually.
Not a bug, I don't think you've ever been able to see your feet in first person view. Please close. Don't post requests here.
He was making a point...
Ok, search showed nothing, thanks for that. Should I remove it?
I find it most when I'm walking through a tight hallway or through a doorway and it snaps me back a few blocks, thinking I hit a wall while my client didn't. I keep walking, and suddenly I can't interact with anything. Typing in the chat proves that it isn't server lag, and disconnecting and reconnecting will place me back where I was stuck. I call this position lag because of the difference in positions. It happens most often with partial blocks like stairs, chests, and doors.
Might be something I call "position lag." Look at
MC-811Oh wait, I can't remove it. I wish the authors would be able to delete their own posts in a case like this. Sorry!
Note that this isn't the grass block, rather the Tall Grass block. Other than that, try updating the block by placing a block next to it and see what happens.
I didn't know that the damage sound changed. Can we get steps to replicate? Maybe a video?
EDIT: A little more specific please? Fall damage? Arrow damage? Zombie damage?
This has been posted before, and is a duplicate. Try hitting shift again or some people have said that F11 works.
Singleplayer or multiplayer?
I think it has to do with if they were already trying to attack you in the night. If they were spawned in the dark but walked into the light before you saw them, I think they remain neutral, but if they "saw" you before it was light, I think they'll remain hostile. Comparable to wolves turning hostile permanently.
I don't think this is a bug. I think of it as a feature to stock many items at once, especially in a dispenser. It's great for maps and would break many (and the creation of many) if removed or "fixed." I may be wrong.
It is well known and used in many maps. I do not want this to be taken out, because it would make map-making hard without third-party programs like MC-Edit.
I agree that it shouldn't drop. This also happens when testing contraptions with boats and it's annoying to have an inventory full of them.
I haven't seen the bug lately, and honestly, I've forgotten about this post a bit. I'll do some testing and get back to it.
Previous description for your use: "I am regularly finding that even after releasing a movement key, I keep moving in that direction, in addition to any other movement I may be making. To stop it, I have to press and release the matching movement key again.
This was in 1.2, and seemed to have been fixed in 1.3, now it's back."
Hope that helps.
This has been known for a long time, and I take advantage of it on my server to fill chests quickly (say, give myself a stack of swords and put one in each chest slot) or for dispensers that are to be used more than 9 times without refill (for armor and a written book). If this feature was taken out, it would disrupt many contraptions, such as SethBling's TF2 maps and my dispensers. The only way to take advantage of this bug is to be oped or be helped by an op. This is not available to everyone, so I see it as an operator's tool. If people want to use it in singleplayer, then they have the choice. Another use that I can see is that PvP maps (like SethBling's TF2 again) stack potions so that you don't have to dig in your inventory to find them all, or to save inventory space. SethBling's map uses it in a way that a certain class is able to throw potions rapid-fire style. To me, the the argument of it being "not natural" is comparable to being "not natural" on a survival server for ops to spawn in stacks of diamonds. Sorry if I ramble, please tell me if I'm wrong or if you disagree, please say why. =)
But you were suggesting making code so that those stacks wouldn't work. MCEdit is an external program, not a mod, so the game's code does not change. He also uses the /give command to give the "demo" class stacks of splash harming potions, so that would be broken. Thanks for the input, I'm open to more. =)
In the example of the TF2 map, command blocks are used to /give the demo a stack of potions so that their inventory isn't full, and so that they can use them rapidly. It would break if the /give command is modified. It would also make it hard for anyone to make their own adventure map.
With the furnace, it would be a feature. Nothing is lost by powering that furnace forever, especially since nobody can take advantage of it without operator status or help from an op. Having more than one bottle per slot in a brewing stand doesn't break anything, it just happens to give you a stack of potions for fewer ingredients (again, people are only able to take advantage of this with op or help from one). The anvil repair with fewer levels has the same answer, they can only get the stack of tools from an op(still). Even if they do, I've seen people use a stack of tools, and they wear away one at a time, only damaging the top tool in that stack. In effect, they're repairing only the top tool in the stack. Correct me if I'm wrong, and please give examples.
Then that's a problem for any op that's not good enough to hide illegitimate items. As an op on a server, I never leave command blocks sitting around, commands in, ready to be used by non-ops. I never leave stacks of unstackable items in my house or anywhere someone might pick them up to use them. If I do have a stack of such items, they are never easily useable for malicious purposes, such as a stack of lava buckets. If they are obtained by a non-op on another server, then it is mostly the op's fault, and they must deal with the damage. Same argument applies for taking out Tnt because a greifer might find some in an ops house. Again, correct me if I'm wrong and feel free to add input, I'm strongly on the side of keeping the /give command stackable, because I like adventure maps (or PvP or any type of map) and I feel like taking it out would make amateur adventure map makers less likely to try, or less likely to make them as well. (Edit: spelling and clarification)
I'm just not seeing your side, sorry. =) I don't see it as an issue, as only the most trusted (hopefully) on a server can take advantage of it (or people in singleplayer). I use it a lot when I try (and fail) at making maps, especially before command blocks came out. I use it sometimes to perform a specific action many times quickly, such as /give-ing a stack of book-and-quill items and writing 64 books at the same time, or dying stacks of armor for PvP or other things. If I wanted to name a bunch of swords at the same time to make them easy to separate, I would /give a stack of swords, name all 64 in an anvil, then separate them. I'm sticking on the side of feature rather than bug, and feel free (Anon Ymus or others) to add more on either side.
What ends up happening is that it gives you 64 dyed armor pieces, but only takes 1 from the undyed crafting stack. If you shift click, it will repeat this until the stack of armor is gone and give you all of the partial stacks, or until your inventory is full. I agree that this is a bug, and can confirm.
Or use the /give command, but yes, water bottles aren't supposed to stack, so it isn't possible to get his bug legitimately.
In the case of repairs, it repairs only the top item in a stack (which is the only one damaged), and in the case of naming or enchanting stacks, it isn't possible legitimately, and it can be used to name or enchant stacks of swords (or other unstackable items) in an adventure or PvP map. I would use it to mass produce enchanted or named items that don't normally stack by /give-ing myself a stack of the items and enchanting the stack of them or naming the stack and distributing them. Correct me if I'm wrong.
I made an elevator a long time ago, and now it doesn't work, so I guess I can confirm. Hope this gets fixed.
I thought it was. Items are not supposed to drop if they were broken in creative mode, paintings used to and they were fixed as a bug a while ago. Correct me if I'm wrong.
I hope this gets fixed soon. In some situations, I can't find a way to have a piston push a block instead of just pushing the player, like some elevator designs that seem to work sometimes, but not others.
As explained in a comment the original reddit post, this may have to do with rendering speed. (Quote of comment below)
"I think this might have to do with render speed and computation, especially if you have OpenGL on. You see... when a piston extends there are a lot of things that need to happen quickly or else you will end up getting stuck in it. If your game is not running quickly or struggling to render the surroundings, then you are more likely to glitch out. By looking down, you greatly reduce the amount of rendering your computer needs to do so it can more accurately deal with piston extensions."
(Quoted so that people other than OP can know too =) )
To support the render speed theory, when I try to fly in creative mode, I often cannot double tap space right when I am experiencing lag client-side. I can achieve flight by either looking straight up or straight down, depending on where I am and where the lag is coming from. As I look up or down, the lag is reduced on my computer and I can double tap space at the correct speed to toggle flight. In SP, your computer is running the internal server that renders and runs the pistons, whereas in MP, the server calculates the pistons. I agree that this can be counted as a bug and should be fixed, although the problem may stem from different sources.
tl;dr: The pistons will not work right if you are lagging client-side, looking down reduces the amount that needs to be rendered and reduces client-side lag. I agree that this is a bug.
Since it has been moved to
MC-9861, I would suggest that everyone that has voted heree go vote there if you support this as a bug.(Edit: clarification)
I do not think that they should knock you off. Horses can (or probably should) be able to swim in Minecraft, and they will sometimes drown without direction. This issue is already marked as "confirmed," and I agree that this does not work, because it makes it hard to impossible to get your horse across large waters with it kicking you off every time it dips below the water.
Remember, the wiki can be edited by anyone, and it usually reports on what is currently true, and not necessarily intended. It can also be wrong, or written with an opinion.
Another thing that makes horses and water difficult is that there's no way to make a horse swim, such as holding space works for unmounted people. One thing that could make swimming possible or easier would be to make holding space "swim" when in water, and possibly change the jumping mechanic to how long you hold space after the jump instead of "charging" the jump. It's probably too late to change this, and there is probably another way, but I think it would make things smoother.
I agree with Jesper that the /give command should stay the same, and if needed, the various things affected by it can have changed behavior. I like the idea that you can enchant a stack of swords at the same time, but maybe make it only in creative like the enchanting any item on an anvil bug was changed to. Some of these bugs/features can be used for cool effects or mapmaking, such as having overstrong redstone from the comparator going extra distance without delay, or easily enchanting tons of swords.
I'm playing in 1.6.2, and when a player joins, the map doesn't load in the item frame. A way to fix this is to hold the map in your hand. This is an annoying bug, because all of the maps on a wall are blank until reset manually and individually.
Still a problem in 1.6.2, only 3 copies, but I ran all around the borders to fill it in. Different (smaller) map still shows arrows.
Confirmed problem in 1.6.2. Also happens with player arrows, and can (sometimes) be seen when you walk to the very edge. Evidence shows that these markers are layered below the map itself.
The issue is not that it loads when on the wall, but that it takes a much greater amount of time on the wall than if it's in the player's hand. Another thing is that if you hold a copy of the same map in your hand, both the map in your hand and the one on the wall load at the normal (fast) rate.
Why is it intentional? To make it clearer, I can confirm that a piston on the last layer of the world facing horizontally with nothing in front of it will not trigger when redstone is activated.
I can reproduce in 13w41a. I hit a villager in survival then switched quickly to creative. It could damage me, but when it tried to hit me in creative, the sound and animation repeated very fast.
Seems to be, though that one is a specific case, which might be an observation of the actual problem.
I had this without any obstructions, so I think the underlying problem is not constricted space, but something with the golems.
Thanks for the clarification, Mike, but it would be best to remain respectful to the devs.
Currently they are adding more things to make mapmaking easier. This is something that makes many things easier. If it was to be removed, it would make certain things impossible, make mapmaking harder, and just going in the other direction. It is a useful feature that can easily be avoided. Many maps use stackable potions, and some mapmakers use the stackable feature to fill chests (Get a stack of something like swords or bows, hold right click, and drag across all chest spaces). If this is taken out, I will feel like a very useful feature has been removed. I believe that, even if not originally intended, this is now how it is liked by the community at large, including members of Mojang.
Thank you for the clarification. I have noticed that some people are asking for it to be removed, so I just wanted to add to that discussion with my opinion. As for the functions of game affected: some of them are useful, but are definitely not intended. Thanks again =)
SethBling's recent "Iron Golem Drummer" takes advantage of this. I do not think that's any reason to keep it in, but rather showing that it happens.
In my opinion, this bug tends to break the usefulness of maps, except to put them on a wall. Maps are highly useful, but this bug makes it hard to impossible to navigate the way you are meant to, and makes me use them less.
By the way, thank you for keeping up on this so well, I haven't been able to keep on top of it lately. As far as I know, still a problem, client-side, although not an urgent one. It just may have other implications that i am unaware of, such as the client being unaware of restrictions accidentally.
This is a bug that has occurred for a long time and has made a nice feature of this game nearly unusable. I would think that the fix would not take much time, once isolated, and would make maps very useful once again. I hope someone can look into this and see if it's as simple as I think and restore one piece of maps' usefulness.
Confirmed for 1.8pre1 and before. This is a little annoying, but not game breaking, but I think the fix shouldn't take much.
It's a small bug, but it affects maps and makes them nearly useless after a while in-game. It affects all systems and has been present since maps were updated, as far as I know. It would be a simple fix, and I really hope someone considers looking into it soon.
I also think this is just the normal behavior of the models. The only inconsistencies I've seen are between two clients on a server when the skins are unreachable (both sees themselves as Alex, but the other as Steve), but that's an entirely separate thing.
Interesting, it looks like all of the signs with empty lines on them output a STRING "null" instead of the CONTENTS null (nothing). Seems like a small bug in sign format compatibility between versions. With the items on the floor in 1.7, it is KNOWN that 1.8 is not reverse-compatible. You cannot take a 1.8 version and go back to 1.7, as things will irreversibly break.
An interesting bug with signs. Probably a simple syntax error, but I don't know.
That may be simply because stone slabs have a high explosion resistance, but the explosion pattern DOES seem odd. Does it do the same pattern if the primed tnt is in the same block as an upward-facing slab? (Or resting atop of one.) What about on a double-slab?
Thanks for making it really clear. I don't know if this is intended or not (don't think it is), but nice catch!
I thought that would just make lower enchants appear. Does it take out enchantment options now?
I didn't think you ever COULD feed villagers, am I wrong? I thought they just bred on their own time when the conditions were met. (Enough houses/doors)
Probably a clientside graphical error. Try restarting minecraft and see if it's gone. If it's still there, update this report.
The reason I think this is a bug is because it's not a reverse compatibility error, but rather a forward-compatability one. Signs made in 1.7 should show up right in 1.8, but it seems they are instead placing a string reading "null" where they should have a blank (empty, null) line.
As I was saying, the main part of this bug report has nothing to do with downgrading. The bug happens during an upgrade from 1.7 to 1.8 and signs with empty lines showing the string "null" instead of showing null (nothing, empty space, etc.). I think this is a valid bug, but it has yet to be confirmed.
Ah, thanks. That makes it much more clear. I think the real bug is that villagers don't pick up farming items (wheat, bread, carrots, potatoes, seeds) or try to farm when mobGriefing is set to false. More testing may be needed.
I remember that some slabs have a REALLY high explosion resistance, more than regular stone. Not sure if intended or bug. Good catch though!
I don't think so. When you have no internet connection, there is no way to tell which you selected, and it must therefore choose.
Saying that "this is now discrimination for all men playing Minecraft, because the default skin is Alex..." is utter crap, because, as a guy, [1] I don't think the Alex skin is highly feminine, [2] I don't think the name is gender specific, [3] Alex is one of two current default skins, and [4] I understand that it's forced to be random (because they don't ask your gender when you make the account, and it wouldn't be able to check anyway when you don't have internet) in addition to [5] being non-discriminatory to women, as it was perceived to before.
(Edit: Woah, formatting.)
Saving it in Minecraft itself is kinda useless, as only you would see yourself and nobody else would see you correctly, nor would you be able to see anyone else correctly. Skins being saved clientside is another thing, but that would start to take up space on each computer unnecessarily. Besides, this has started to become a feature request posted onto a bug tracker.
Thanks for keeping tabs on this issue, as I've not been able to check on it for a while. An interesting little bug, hope it gets noticed.
When I found the bug, I did not require holding left click between gamemodes, simply having partially broken the block before the gamemode switch was enough. Is this no longer the case?
Alright, then the edit was incorrect? I'll switch it back until notified otherwise.
Is it also confirmed for 1.8.9? I'm forgetting. Thank you once again for keeping me updated!
If you want the bot to do it automatically, I think it requires a new comment. But I'm getting your edits just fine, and I like updating it, so either way works. Just FYI
Alright, thank you for the clarification. I just assumed "Filter" meant to catch update notifications, possibly for a bot. For some reason, I seem to remember a mod bot updating it for me, but the logs appear to show that I remember incorrectly there as well.
Alright, thank you for clearing that up.
Unfortunately, after searching multiple terms (and coming up with nothing) and proceeding to make the issue, I decided to take one more search with slightly different keywords. Looks like
MC-97507sums it up quite well. Apologies, is there any way to delete?