[Mojang] Nathan Adams
- dinnerbone
- dinnerbone
- Europe/Stockholm
- Yes
- No
is duplicated by
is duplicated by
Map item placed in item frame experiences Z-fighting
is duplicated by
is cloned by
potatoglitchPotatoes and carrots uproot themselves
Dying dogs collar doesn't use your dye
Death from a 2-4 block drop while changing gamemodes
is duplicated by
Fence GateBugFence Gates render incorrectly
Placing 2 wooden-slabsitwill play the sounds from 12w38a
duplicates
is duplicated by
is duplicated by
is duplicated by
relates to
duplicates
is duplicated by
duplicates
is duplicated by
relates to
Dragon egg particles are missing
is duplicated by
is duplicated by
duplicates
is duplicated by
is duplicated by
is duplicated by
Mobs sinking throughgrassMobs sinking through solid blocks
is duplicated by
duplicates
is duplicated by
duplicates
is duplicated by
duplicates
duplicates
duplicates
duplicates
is duplicated by
relates to
duplicates
is duplicated by
relates to
is duplicated by
MC-581
duplicates
duplicates
duplicates
duplicates
duplicates
duplicates
is duplicated by
relates to
is duplicated by
relates to
duplicates
where are we now- Disc"where are we now" disc is unavailable
duplicates
is duplicated by
is duplicated by
MC-1046
duplicates
is duplicated by
is duplicated by
MC-1046
is duplicated by
is duplicated by
duplicates
duplicates
is duplicated by
is duplicated by
is duplicated by
is duplicated by
Upside-down slablighting incorrectSlab & stairs lighting incorrect
is duplicated by
relates to
duplicates
is duplicated by
relates to
duplicates
duplicates
duplicates
relates to
duplicates
relates to
duplicates
relates to
is duplicated by
MC-1025
is duplicated by
duplicates
Paintingsoverlap 1.4.2 pre releasePaintings & item frames can overlap
is duplicated by
is duplicated by
MC-1145
is duplicated by
is duplicated by
is duplicated by
duplicates
minecraft crashdMinecraft crashes in creative inventory
is duplicated by
relates to
duplicates
duplicates
is duplicated by
duplicates
is duplicated by
duplicates
clones
MC-942
Server Crash when client logs in. ArrayIndexOutOfBoundsException java.lang.ArrayIndexOutOfBoundsException: 4Server Crash when client logs in with invalid difficulty
clones
Falling out of the world while chunks are loading
duplicates
is duplicated by
duplicates
is duplicated by
Items at the top-left corner of a container cannot be duplicated with the pick block key
The behaviour as it is now is intended. You can go through the options but nothing else.
Pausing in nether portals
What I expected to happen was...:
Paused the game, because in 1.3.2 i was able to pause it
What actually happened was...:
It didn't, and i continued going to the nether
Steps to Reproduce:
1. Make a nether portal
2. Enter it
3. ESC Pause the game
When you open a chested horse inventory obtained through a 3rd party tool or through the /summon command, it crashes the game.
[Mojang] Nathan Adams on 24/May/13 11:16 AM :
Horses are not supposed to have chests.
[Mojang] Nathan Adams has repeatedly mentioned the minecraft suggestions subreddit.
nope it's still an issue, I just experienced it. But [Mojang] Grum (Erik Broes) and [Mojang] Nathan Adams. your crash system works perfectly!! my mc crashed and it send me straight to this page. hats off! ![]()
[Mojang] Nathan Adams, probably, Java 6 is the version that downloads when you try to run minecraft with os x. You need to prompt the user to download java 7 (which isn't hard, but almost nobody will download unless they need to) to get them to. Almost all can, but they won't.
In MC-46776 :
[Mojang] Nathan Adams:
I've changed it so that mobs will despawn even if everybody is a spectator, to be consistent.
See the comment of [Mojang] Nathan Adams in MCL-2490:
Any custom versions you tried to run may have been lost and you'll need to reinstall them, sorry about that.
I verify, the buffer indeed helped a lot. Before, I had a Mineshaft.dat file that was 11,895,844 and back then every player would get kicked every time the server saved. I had a script that would delete this file before every start.
After this fix, I took out the script and now, the same file has grown to 15,640,524 but no one is being kicked when the server saves.
I'm not saying we're lag free. But those spikes are not crippling the server any longer. Thank you [Mojang] Nathan Adams.
It works as long as you're already holding something on your cursor. Pick up an item, then shift-double-click on an item. It was changed because it was difficult to distinguish between single and double clicks, but [Mojang] Nathan Adams has tweeted about putting it back in now that he's rewritten the inventory management code.
If you'll look in the ticket history, you can see that [Mojang] Nathan Adams himself marked this as Working As Intended on January 21, 2014. So no, we're not going to contradict him and reopen this.
I this this ticket needs some work. I changed the summary a while back to more closely reflect its duplicates, but it's actually about falling sand breaking into an item when a solid block is pushed into its space, so it has nowhere to go. That's probably intended. I've actually managed to find piston timings that seem to work anyway, and don't require sticky pistons like the previous solution I found. I'm sure someone with more redstone knowledge could make it more compact.
These problems may have been caused by changes to the world alteration code (which [Mojang] Nathan Adams recently rewrote) or changes to falling blocks, as well as changes to pistons. Regardless, I did not say that there have been no changes to the piston code, but that Mojang has not designed the current behavior so much as let it evolve through multiple unfocused changes intended to fix various other bugs.
You say the behavior in MC-51662 is new, but how does it differ from MC-26356 (aside from yours being better written)? What did the sand do before? You say there that "In snapshots up until 14w10c the piston disappears", so when did it actually work?
Regardless, both are likely caused by one of the following:
- Sand falling onto a moving (extending or retracting) piston head, treating it like a non-solid block (such as a torch, rail, etc) and breaking.
- Sand falling into an extending/extended piston head (
MC-4789) and breaking because it has nowhere to land (MC-6438). - Sand falling into the empty space while the piston is retracted, and breaking rather than being pushed when it extends.
I think that falling sand, as an entity, would be pushed by the piston, and only break when landing on a non-solid block.
MC-610 would be fixable, but [Mojang] Nathan Adams said there
We actually like the quirks like this.
That would be MC-11992, which was marked "Works As Intended" by [Mojang] Nathan Adams.
Many parts of the game have gone through massive rewrites over the last few major revisions, and it's expected that many bugs will have been fixed as a result, without the developers having set out to specifically fix those bugs. Thus, we ask the people most familiar with the bug and how to reproduce it to check if it still exists when the game has been updated. There have been cases where we didn't quite understand the reproduction steps (or accurate ones weren't provided), tested for the bug, and believed it had been fixed when we could not reproduce it.
Since [Mojang] Nathan Adams's rewrite of the chat system apparently didn't catch this, I'll bring it to his attention.
@[Mojang] Nathan Adams in MC-53390:
The 1 chunk difference is intentional so you don't have a sudden "drop" off the edge of the world.
[Mojang] Nathan Adams, here's an example where System.exit(1) failed and I had to do kill -9 instead. Is it a race condition? (14w32a, java 1.8.0_11, Mac OS X 10.9.4)
[14:40:07] [User Authenticator #96/INFO]: UUID of player RCminecraft2013 is 587fb1ea-fb5e-43bd-91ad-7419aa9f5efe [14:40:08] [Server thread/INFO]: RCminecraft2013[/38.86.65.14:55776] logged in with entity id 315398810 at (5555.5, 36.0, -5557.5) [14:40:08] [Server thread/INFO]: RCminecraft2013 joined the game [14:40:08] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:08] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:08] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:08] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:08] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:10] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4794ms behind, skipping 95 tick(s) [14:40:10] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:10] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:11] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:11] [Server thread/INFO]: [@: Successfully spread 1 players around 5500.5,-5499.5] [14:40:13] [Server thread/INFO]: Minecraftio_RD has just earned the achievement [Time to Strike!] [14:40:14] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:17] [Server thread/INFO]: Minecraftio_RD has just earned the achievement [Hot Topic] [14:40:17] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:23] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:23] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:23] [RCON Client #2188/INFO]: [Rcon: Given [Rules] * 1 to RCminecraft2013] [14:40:23] [Server thread/ERROR]: Encountered an unexpected exception u: Exception ticking world at net.minecraft.server.MinecraftServer.y(SourceFile:602) ~[minecraft_server.jar:?] at pl.y(SourceFile:305) ~[minecraft_server.jar:?] at net.minecraft.server.MinecraftServer.x(SourceFile:530) ~[minecraft_server.jar:?] at net.minecraft.server.MinecraftServer.run(SourceFile:446) [minecraft_server.jar:?] at java.lang.Thread.run(Thread.java:745) [?:1.8.0_11] Caused by: java.util.ConcurrentModificationException at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:886) ~[?:1.8.0_11] at java.util.ArrayList$Itr.next(ArrayList.java:836) ~[?:1.8.0_11] at aqm.a(SourceFile:2316) ~[minecraft_server.jar:?] at aqy.a(SourceFile:73) ~[minecraft_server.jar:?] at qq.c(SourceFile:182) ~[minecraft_server.jar:?] at net.minecraft.server.MinecraftServer.y(SourceFile:598) ~[minecraft_server.jar:?] ... 4 more [14:40:23] [Server thread/ERROR]: This crash report has been saved to: /Users/steve/Minecraft/Swim3/./crash-reports/crash-2014-08-06_14.40.23-server.txt [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Client #2189/INFO]: [RCminecraft2013: Played sound 'loz_key' to RCminecraft2013] [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Client #2190/INFO]: [Rcon: Title command successfully executed] [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Client #2191/INFO]: [Rcon: Title command successfully executed] [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [User Authenticator #97/INFO]: UUID of player dragoneith is 834a5b4c-89e3-4222-9d85-2b2223c80a77 [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:24] [RCON Client #2195/INFO]: [SWS8964: Played sound 'smas_smb3_thud' to SWS8964] [14:40:24] [RCON Client #2195/INFO]: [Thelocust88: Played sound 'smas_smb3_thud' to Thelocust88] [14:40:24] [RCON Client #2195/INFO]: [snowydesert: Played sound 'smas_smb3_thud' to snowydesert] [14:40:24] [RCON Client #2195/INFO]: [Burnhard14: Played sound 'smas_smb3_thud' to Burnhard14] [14:40:24] [RCON Client #2195/INFO]: [RCminecraft2013: Played sound 'smas_smb3_thud' to RCminecraft2013] [14:40:24] [RCON Client #2195/INFO]: [Minecraftio_RD: Played sound 'smas_smb3_thud' to Minecraftio_RD] [14:40:24] [RCON Client #2195/INFO]: [TheDownfall: Played sound 'smas_smb3_thud' to TheDownfall] [14:40:24] [RCON Client #2195/INFO]: [SuEk0: Played sound 'smas_smb3_thud' to SuEk0] [14:40:24] [RCON Client #2195/INFO]: [BusierMold58: Played sound 'smas_smb3_thud' to BusierMold58] [14:40:24] [RCON Client #2195/INFO]: [inertia186: Played sound 'smas_smb3_thud' to inertia186] [14:40:24] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:25] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:29] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:39] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:50] [User Authenticator #98/INFO]: UUID of player snowydesert is 54c91052-7477-448d-80ee-3414c986de8e [14:40:52] [User Authenticator #99/INFO]: UUID of player Thelocust88 is 09dbee4d-4afa-457a-951f-17339775bb65 [14:40:52] [User Authenticator #100/INFO]: UUID of player TheDownfall is 502a4d27-a280-4e65-b620-54718adf816c [14:40:54] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:40:54] [User Authenticator #101/INFO]: UUID of player SuEk0 is db47a9b5-213f-405f-bfaf-35c21e548eff [14:40:55] [User Authenticator #102/INFO]: UUID of player BusierMold58 is ab6c18f8-a2ea-4e2a-bfbd-eac0ac20ac29 [14:41:04] [User Authenticator #103/INFO]: UUID of player Minecraftio_RD is 33285fea-ec93-4abf-a6e9-0ae835aa0057 [14:41:07] [User Authenticator #104/INFO]: UUID of player snowydesert is 54c91052-7477-448d-80ee-3414c986de8e [14:41:09] [User Authenticator #105/INFO]: UUID of player Thelocust88 is 09dbee4d-4afa-457a-951f-17339775bb65 [14:41:19] [User Authenticator #106/INFO]: UUID of player SuEk0 is db47a9b5-213f-405f-bfaf-35c21e548eff [14:41:20] [User Authenticator #107/INFO]: UUID of player TheDownfall is 502a4d27-a280-4e65-b620-54718adf816c [14:41:21] [User Authenticator #108/INFO]: UUID of player BusierMold58 is ab6c18f8-a2ea-4e2a-bfbd-eac0ac20ac29 [14:41:29] [User Authenticator #109/INFO]: UUID of player RCminecraft2013 is 587fb1ea-fb5e-43bd-91ad-7419aa9f5efe [14:42:33] [User Authenticator #110/INFO]: UUID of player dragoneith is 834a5b4c-89e3-4222-9d85-2b2223c80a77 [14:42:37] [User Authenticator #111/INFO]: UUID of player RCminecraft2013 is 587fb1ea-fb5e-43bd-91ad-7419aa9f5efe [14:42:37] [User Authenticator #112/INFO]: UUID of player Thelocust88 is 09dbee4d-4afa-457a-951f-17339775bb65 [14:42:46] [User Authenticator #113/INFO]: UUID of player snowydesert is 54c91052-7477-448d-80ee-3414c986de8e [14:43:21] [User Authenticator #114/INFO]: UUID of player BusierMold58 is ab6c18f8-a2ea-4e2a-bfbd-eac0ac20ac29 [14:43:45] [User Authenticator #115/INFO]: UUID of player Thelocust88 is 09dbee4d-4afa-457a-951f-17339775bb65 [14:44:29] [User Authenticator #116/INFO]: UUID of player snowydesert is 54c91052-7477-448d-80ee-3414c986de8e [14:45:00] [Server thread/INFO]: Saving... [14:45:00] [Server thread/INFO]: Saved the world [14:45:01] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:45:01] [RCON Client #2206/INFO]: [Rcon: Saved the world] [14:45:01] [RCON Listener #2/INFO]: Rcon connection from: /127.0.0.1 [14:45:08] [User Authenticator #117/INFO]: UUID of player BusierMold58 is ab6c18f8-a2ea-4e2a-bfbd-eac0ac20ac29 [14:45:23] [Server Watchdog/FATAL]: A single server tick took 300.01 seconds (should be max 0.05) [14:45:23] [Server Watchdog/FATAL]: Considering it to be crashed, server will forcibly shutdown. [14:45:25] [Server Watchdog/ERROR]: This crash report has been saved to: /Users/steve/Minecraft/Swim3/./crash-reports/crash-2014-08-06_14.45.25-server.txt [14:45:25] [Server Shutdown Thread/INFO]: Stopping server
And the crash report:
That is correct, the crash in my previous comment (comment-187211) has no connection with the watchdog. That's because I disabled it by setting it max-tick-time=-1.
[Mojang] Nathan Adams said that all the watchdog does is send System.exit(1) but the crash I posted in my previous comment required an OS kill signal (kill -9), which the watchdog has not been able to deal with, so far.
The bug
When you get a player head, it's supposed to retain the skin that you had when it was created (see this comment by [Mojang] Nathan Adams in MC-52806). However it fails to retain the skin if there are multiple heads for the same player loaded into the world.
Therefore, a single player can only have one player head. Every head linked to their name that they find afterwards will continue using that skin until they exit the game, regardless of what skin the head should display.
This is a visual / caching bug only, the skin texture is correctly saved in the NBT data.
To reproduce
- Create a world.
- Obtain your player head ("Head A") with
/give @p player_head{SkullOwner:<your player name>} - Place Head A in the world
- Exit the game and change your skin.
- Re-enter the world and give yourself another player head using the same command. This head is Head B. You may notice that Head B has the old skin.
- Place the Head B in the world
- Exit the game, reopen, and re-enter the world
- Both Head A and Head B will now use the same skin. Depending on which skull is loaded first (this seems to be related to coordinates), they'll either have your old or your new skin.
- If both heads have your new skin, destroy Head B, remove it from your inventory, and relog once more. Then, Head A will once again display your old skin correctly.
This bug also results in issues between worlds:
- Perform steps 1-4 above.
- Create a new world, create and place a head. Think of this as Skull C.
- Now, if you load the first world with Skull A, it will display the skin of Skull C.
- If you close and reopen the game and load Skull A's world before loading the Skull C's world, then Skull C will display the skin of Skull A.
I should note more clearly what is happening with the in-between worlds issue. The skull that loads first will be the only one displayed on your player skulls until you fully exit the game. Once you re enter the game after fully closing it, the first of your player skulls that you load next will then be the only one.
Current Workaround
Using the /data command, you can change the Name or UUID of the owner to be something different than your (or any other player's) Name/UUID and also be destinct between all the player heads you want to use. This will trick the game into the thinking the head belongs to another player who doesn't yet have a player head so that it properly updates to the skin that it was assigned.
Cuase
According to Aikar on MC-68487, the cache for skins uses GameProfile.equals for comparison, which only checks for name and UUID. As such, distinct names or UUIDs allow separate skins, but the same name and UUID means different skins cannot be used.
Pierre Waldén, it is true that > 60 seconds to do a gametick is a problem in and of itself. The watchdog does not solve these particular problems, it only masks them. Some of these other problems have been discussed in this very "thread" and [Mojang] Nathan Adams has already said he would look at some of these situations. I assume he has by now and couldn't find the root cause.
The fact that the watchdog can be disabled now is a result of the issue you describe. Disabling the watchdog will pretty much be required in order to avoid "closed as duplicate" of this one.
MC-52881 was resolved by [Mojang] Nathan Adams - he should know best.
This was resolved by [Mojang] Nathan Adams, so this is intended.
Intended.
[Mojang] Nathan Adams in https://twitter.com/Dinnerbone/status/527075906595340288
The fast/fancy graphics button now only controls leaves transparency and rain particles.
KingSupernova, even if "Won't Fix" was a more appropriate resolution, it was [Mojang] Grum (Erik Broes) who resolved it as "Works As Intended", and thus we won't be changing it unless directed to do so by Mojang. Beyond that, while [Mojang] Grum (Erik Broes) has stated that he shares the opinion that this is a bug, it would appear that [Mojang] Jeb (Jens Bergensten) and [Mojang] Nathan Adams both consider it to be intentional behavior.
[Mojang] Nathan Adams explained the check_decay field to me a while back, though I can't remember if there was a specific issue under discussion. The leaf decay algorithm is kind of computationally expensive, and they've done a lot of things to try to reduce its impact on performance. The server doesn't generally send updates about the check_decay field to clients in order to reduce traffic. The client doesn't need to know about it, because it doesn't affect the appearance of the block, and it's the server that does the decay calculations. The server only sends it when it has to send other information about that block, such as when you load the whole chunk, and possibly when it experiences a block update.
[Mojang] Nathan Adams spent a fair amount of time fiddling with the nether portal logic over the course of the recent releases and pre-releases. I don't think he's happy with the current implementation, but didn't want to spend more time fiddling with it, when some of the other things he wants to change with nether portals will require much more substantial changes to the code. Hacky fixes tend to be unsatisfying for a developer, particularly when you keep piling them on, knowing you're just going to have to rip the whole mess out and rewrite it from scratch.
The thing is, most of the time the current implementation isn't a problem. The portal will usually spawn either completely over solid ground, or will spawn an obsidian platform, so placing the player next to the portal without checking for solid ground isn't a problem. It's possible to remove those ground blocks afterward, but that may be an intentional feature to allow players to make traps or assist in moving mobs between dimensions. The corner case, where the portal spawning algorithm incorrectly identifies a location as not requiring an obsidian platform, is rare, but incredibly frustrating, and absolutely awful on hardcore mode. What would be helpful are exact examples of seeds and coordinates where it does this, so the developers can easily experience it for themselves. That would be more helpful in getting this changed than angry, demanding comments. Anger doesn't engender sympathy – it makes people defensive.
I agree that, in general, companies should not attempt to sanitize or distort discussion of their products, particularly in a place that they have provided for that discussion, both as a matter of principle, and as a matter of self-interest. However, this is a bug tracker – not a complaints department, not customer service, not technical support, not a help desk, and not a forum for the general discussion of Mojang's products. It's purpose is to efficiently track information about bugs in their software, including descriptions, reproduction steps, causes, examples, and potential fixes. Our responsibilities, as moderators, are to condense and organize that information so as to make it easier for the developers to find, so they can use their time more efficiently, and thus fix more bugs. Spurious tickets, comments that include opinions, rather than facts, and irrelevant discussion make it harder for the developers to find the relevant information on the tracker, and thus make them less efficient at fixing bugs. The tracker is a firehose, and it's our job to reduce that torrent to something manageable, without losing any relevant, important information.
There are other, more appropriate places for communicating with the developers to let them know how you feel. They can be reached, directly, on places such as twitter, reddit, irc, etc. Mojang is a small company, and has no need for an official complaints department, which would only serve to depersonalize their relationship with their customers. They don't run their business like most other companies, preferring a much more informal approach that involves the community, rather than keeping them at arm's length. The moderators on the bug tracker are all volunteers, but we're in direct contact with several of the developers, and confer with them on how they want the tracker to be run, or bring issues to their attention. You're welcome to voice your opinions to them, but they're unlikely to see them if you do it here. They can look through the history of the tracker and see everything, including our actions and any comments that have been edited or deleted, whether by a moderator or a regular user. So we're not hiding anything from them. But the sheer amount of data on the tracker makes it unlikely that they'll see any particular comment or issue that someone doesn't bring to their attention.
From [Mojang] Nathan Adams, on MC-610:
We actually like the quirks like this.
I cannot say if this is the opinion of the Pocket Edition developers.
You're in creative mode. As per [Mojang] Nathan Adams's comments in MC-4203, it's intended that you can enchant anything in creative mode.
It's the result of a suggestion on reddit, which [Mojang] Jeb (Jens Bergensten) and [Mojang] Nathan Adams both liked and decided to implement.
Dead bushes now drop sticks when broken. They can't be placed on grass, so when the dirt changes to grass, it breaks them. That was true before the snapshot.
I can't find the reddit post or tweet currently but I think [Mojang] Nathan Adams said that map makers will be able to use this feature
To rephrase [Mojang] Nathan Adams: Does this still happen in new worlds created in 15w31c ?
If so, please force a crash by pressing F3 + C for 10 seconds while in-game and attach the crash report (minecraft/crash-reports/crash-<DATE>-client.txt) here.
Location: Outer circle of the end
Situation: No dragons are alive, original dragon has been killed
Summon by using /summon enderdragon
I was in creative.
[Mojang] Nathan Adams added a comment - 13/Aug/15 9:41 AM
For the dragon, the boss event bar is for the whole fight in the end, not that there happens to be a dragon about. Performing the summoning ritual (right now, creeper face. Later, an actual thing) resets the fight, not just the dragon entity.
The wither is different, his boss event is just existing. There are no other mechanics to his fight.
see MC-83239 which this is a duplicate of then as well
There are two basic motivations to declare something "Works As Intended", but only one of them is obvious to a non-programmer: the code produces the desired end result. However, in some instances, a programmer may care more about how the result is achieved than the result itself: they probably want the code to be elegant, easy to read, understand, and maintain. They may care more about performance than accuracy. Doing things the right way is sometimes more important than getting the right result. Catching corner cases can be both computationally expensive, and make it harder for them to update the code in the future without creating more bugs. If the undesired result doesn't interfere or disrupt their intended use case for the software, then it may make more sense to the programmer to not handle that corner case.
Here's the relevant history, as I understand it: The mob AI was originally built directly in the mob code, inherited when possible from one mob to another, with mob-specific behavior scattered throughout various functions. Jon Kågström was hired to write a generic artificial intelligence system, and built the basic targetting and pathfinding code before being moved over to Scrolls. Only a few mobs used this new code for a long time, with the remainder only being switched over fairly recently. However, it only handles very generic behavior, and all the unique behavior for each mob type is still buried in their respective classes, completely unconnected to the AI system, and therefore not controlled by it. The NoAI tag does one very specific thing, and that's disable the AI system for that entity. That's all it's supposed to do, and how that affect's the mob's behavior depends entirely on how much of that behavior is controlled by the AI system. From a programmer's perspective, that part's Working As Intended. The code that reads the tag, and the code that disables the mob AI work exactly as they're supposed to. The mobs just aren't designed correctly, because the AI system isn't developed enough to handle their specific behavior.
The right solution, and presumably the eventual goal, is to expand the AI system to cover a wider variety of behavior, and then rewrite the mobs to use it for all that behavior, removing all the special-case code scattered throughout their classes and consolidating it in code that interacts with the AI. That would be elegant, and far more maintainable. But the developers don't have time to do that right now: they're busy doing things like overhauling combat and the world storage format. Hacky solutions like scattering !this.isAIDisabled() checks throughout the code don't make the code more correct, even though they make it produce the desired behavior. They just increase the technical debt, make it even more work to eventually do the right thing the right way: expand and use the AI system. They're still trying to dig their way out of a massive pile of technical debt, and throwing a few shovelfuls more on top may not slow them down that much, but it still isn't going to help them get there any faster.
To summarize, [Mojang] Searge (Michael Stoyke) has marked many of these bugs as Won't Fix, and instructed us to do the same, because they don't view them as bugs so much as features they've yet to implement. The part they have implemented works correctly. The other parts they just haven't worked on yet. They could put in ugly temporary code to make it work how people want it to, but it's not a productive use of their time. This will eventually get "fixed", not as a result of deliberately setting out to fix it specifically, but as a byproduct of restructuring the code. They have done a lot of work on entities already in the 1.9 snapshots, moving code up the inheritance chain, like how mobs hold and use items. [Mojang] Nathan Adams has recently tweeted about working on the AI a few times. Maybe they'll get to upgrading the AI system in time for the 1.9 release, if [Mojang] Grum (Erik Broes) stops breaking worlds with every snapshot
.
You have to set a value for the Slot tag
The issue here is that you end up with duplicate modifier UUIDs on the player. One overrides the other, and we end up in a bad spot.
In the next snapshot you haveSlot: "mainhand"(and other slots) on the modifier element. Please specify a different UUID for mainhand/offhand, and you should see the issue go away.
comment by [Mojang] Nathan Adams onMC-87050
Probably invalid because of this:
The issue here is that you end up with duplicate modifier UUIDs on the player. One overrides the other, and we end up in a bad spot.
In the next snapshot you haveSlot: "mainhand"(and other slots) on the modifier element. Please specify a different UUID for mainhand/offhand, and you should see the issue go away.
comment by [Mojang] Nathan Adams onMC-87050
You used the same UUID twice. When using different UUIDs I cannot confirm this bug
It can be argued that MC-21713 was not WAI. Leaving this ticket open either way as [Mojang] Nathan Adams specifically requested people report mob drop changes here.
[Mojang] Nathan Adams added a comment - 25/Oct/12 5:36 PM
This is the intended behaviour of doFireTick.
[Mojang] Nathan Adams never worked on the ai for mobs, this has never been his department.
ProfMobius (Thomas Guimbretiere) worked on this department since he's hired.
You can't say [Mojang] Nathan Adams is worse because of this. ![]()
Unless you are [Mojang] Nathan Adams or Me, you do not have legs on your head.
Except [Mojang] Nathan Adams marked it as fixed. Have you checked in the recent snapshots to see if this is still the case?
[Mojang] Nathan Adams is this WAI?
Well, didn't see the order of resolution and comments in MC-4634.
This issue is Working as Intended or better Working as design, see he comment of [Mojang] Nathan Adams in MC-4634:
You can't give negative exp, only negative levels. It sucks but I just haven't figured out how to make that work yet, sorry
KingSupernova see this comment:
[Mojang] Nathan Adams added a comment - 25/Jan/13 3:08 PM
Lava flows faster in the nether. This is an intentional change. Why did it change? Because we felt that it should.
If you still feel it's a bug that Lava flows faster in the End than in the Overworld, then please create a new ticket.
Not a bug.
[Mojang] Nathan Adams in https://twitter.com/Dinnerbone/status/647769751998099456:
@Thecubic52 We only keep the last snapshot from a week, to stop people from accidentally using a really buggy version.
And there has to be at least one op, see [Mojang] Nathan Adams's tweet
Tan Chin Cheern you can't, but it'll throw this error, that's what the report is about, I don't see the error myself tho.
SuperKawaii, [Mod] md_5 is a "honorary mod" to quote [Mojang] Nathan Adams, hench why his name is green.
We always intended you to use --workDir /path/to/wherever, I didn't know so many people were using the APPDATA workaround. We can't support that going forward, so you'll just have to use the command line argument sorry!
I have been running Minecraft with a changed appdata directory for ages now as I don't want it to store settings, worlds and other data on the normal AppData folder of my system drive. This doesn't seem to be possible anymore, it simply ignores the changing of the variable.
Batch script used:
set "APPDATA=%~dp0"
start MinecraftLauncher.exe
Where %~dp0 automatically gets replaced with the current directory that the batch file resides in but it doesn't work with a full path either.
I've reported that error before when the testing launcher was released but it seems that it went below the radar.
weeryan17 That matches to what I'm seeing. It will either launch or not, but once it starts launching it won't stop again.
[Mojang] Nathan Adams Since I've got a repro built-in here I'd be glad to help debug further on the launcher--the log isn't really telling my much, but visual studio could probably give me some insight if I had some debugging symbols to work with. Or just keep passing whatever tests you think appropriate.
For those of you on Linux, please check that you have flite installed. It's a dependency for the narrator.
In Chat settings the Narrator button says "Narrator it not available" and you get the following error in the output log on startup:
- Windows
[12:51:52] [Client thread/INFO]: [STDOUT]: ERROR : Couldn't load Narrator library : Unable to load library 'SAPIWrapper_x64': Native library (win32-x86-64/SAPIWrapper_x64.dll) not found in resource path ([file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/mojang/netty/1.6/netty-1.6.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/oshi-project/oshi-core/1.1/oshi-core-1.1.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/net/java/dev/jna/jna/4.2.2/jna-4.2.2.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/net/java/dev/jna/platform/3.4.0/platform-3.4.0.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/ibm/icu/icu4j-core-mojang/51.2/icu4j-core-mojang-51.2.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/net/sf/jopt-simple/jopt-simple/4.6/jopt-simple-4.6.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/paulscode/codecjorbis/20101023/codecjorbis-20101023.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/paulscode/codecwav/20101023/codecwav-20101023.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/paulscode/libraryjavasound/20101123/libraryjavasound-20101123.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/paulscode/librarylwjglopenal/20100824/librarylwjglopenal-20100824.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/paulscode/soundsystem/20120107/soundsystem-20120107.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/io/netty/netty-all/4.0.23.Final/netty-all-4.0.23.Final.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/google/guava/guava/17.0/guava-17.0.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/commons/commons-lang3/3.3.2/commons-lang3-3.3.2.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/commons-io/commons-io/2.4/commons-io-2.4.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/commons-codec/commons-codec/1.9/commons-codec-1.9.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/net/java/jinput/jinput/2.0.5/jinput-2.0.5.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/net/java/jutils/jutils/1.0.0/jutils-1.0.0.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/google/code/gson/gson/2.2.4/gson-2.2.4.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/mojang/authlib/1.5.24/authlib-1.5.24.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/mojang/realms/1.10.8/realms-1.10.8.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/commons/commons-compress/1.8.1/commons-compress-1.8.1.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/httpcomponents/httpclient/4.3.3/httpclient-4.3.3.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/commons-logging/commons-logging/1.1.3/commons-logging-1.1.3.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/httpcomponents/httpcore/4.3.2/httpcore-4.3.2.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/it/unimi/dsi/fastutil/7.0.12_mojang/fastutil-7.0.12_mojang.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/logging/log4j/log4j-api/2.0-beta9/log4j-api-2.0-beta9.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/apache/logging/log4j/log4j-core/2.0-beta9/log4j-core-2.0-beta9.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/lwjgl/lwjgl/lwjgl/2.9.4-nightly-20150209/lwjgl-2.9.4-nightly-20150209.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/org/lwjgl/lwjgl/lwjgl_util/2.9.4-nightly-20150209/lwjgl_util-2.9.4-nightly-20150209.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/libraries/com/mojang/text2speech/1.5/text2speech-1.5.jar, file:/C:/Users/[USERNAME]/AppData/Roaming/.minecraft/versions/17w13a/17w13a.jar]) - Linux
[STDOUT]: ERROR : Couldn't load Narrator library : Unable to load library 'fliteWrapper': Native library (linux-x86-64/libfliteWrapper.so) not found in resource path ([file:/home/[USERNAME]/.minecraft/libraries/com/mojang/patchy/1.0/patchy-1.0.jar, file:/home/[USERNAME]/.minecraft/libraries/oshi-project/oshi-core/1.1/oshi-core-1.1.jar, file:/home/[USERNAME]/.minecraft/libraries/net/java/dev/jna/jna/4.2.2/jna-4.2.2.jar, file:/home/[USERNAME]/.minecraft/libraries/net/java/dev/jna/platform/3.4.0/platform-3.4.0.jar, file:/home/[USERNAME]/.minecraft/libraries/com/ibm/icu/icu4j-core-mojang/51.2/icu4j-core-mojang-51.2.jar, file:/home/[USERNAME]/.minecraft/libraries/net/sf/jopt-simple/jopt-simple/5.0.3/jopt-simple-5.0.3.jar, file:/home/[USERNAME]/.minecraft/libraries/com/paulscode/codecjorbis/20101023/codecjorbis-20101023.jar, file:/home/[USERNAME]/.minecraft/libraries/com/paulscode/codecwav/20101023/codecwav-20101023.jar, file:/home/[USERNAME]/.minecraft/libraries/com/paulscode/libraryjavasound/20101123/libraryjavasound-20101123.jar, file:/home/[USERNAME]/.minecraft/libraries/com/paulscode/librarylwjglopenal/20100824/librarylwjglopenal-20100824.jar, file:/home/[USERNAME]/.minecraft/libraries/com/paulscode/soundsystem/20120107/soundsystem-20120107.jar, file:/home/[USERNAME]/.minecraft/libraries/io/netty/netty-all/4.1.9.Final/netty-all-4.1.9.Final.jar, file:/home/[USERNAME]/.minecraft/libraries/com/google/guava/guava/21.0/guava-21.0.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/commons/commons-lang3/3.5/commons-lang3-3.5.jar, file:/home/[USERNAME]/.minecraft/libraries/commons-io/commons-io/2.5/commons-io-2.5.jar, file:/home/[USERNAME]/.minecraft/libraries/commons-codec/commons-codec/1.10/commons-codec-1.10.jar, file:/home/[USERNAME]/.minecraft/libraries/net/java/jinput/jinput/2.0.5/jinput-2.0.5.jar, file:/home/[USERNAME]/.minecraft/libraries/net/java/jutils/jutils/1.0.0/jutils-1.0.0.jar, file:/home/[USERNAME]/.minecraft/libraries/com/google/code/gson/gson/2.8.0/gson-2.8.0.jar, file:/home/[USERNAME]/.minecraft/libraries/com/mojang/authlib/1.5.25/authlib-1.5.25.jar, file:/home/[USERNAME]/.minecraft/libraries/com/mojang/realms/1.10.8/realms-1.10.8.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/commons/commons-compress/1.8.1/commons-compress-1.8.1.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/httpcomponents/httpclient/4.3.3/httpclient-4.3.3.jar, file:/home/[USERNAME]/.minecraft/libraries/commons-logging/commons-logging/1.1.3/commons-logging-1.1.3.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/httpcomponents/httpcore/4.3.2/httpcore-4.3.2.jar, file:/home/[USERNAME]/.minecraft/libraries/it/unimi/dsi/fastutil/7.1.0/fastutil-7.1.0.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/logging/log4j/log4j-api/2.8.1/log4j-api-2.8.1.jar, file:/home/[USERNAME]/.minecraft/libraries/org/apache/logging/log4j/log4j-core/2.8.1/log4j-core-2.8.1.jar, file:/home/[USERNAME]/.minecraft/libraries/org/lwjgl/lwjgl/lwjgl/2.9.4-nightly-20150209/lwjgl-2.9.4-nightly-20150209.jar, file:/home/[USERNAME]/.minecraft/libraries/org/lwjgl/lwjgl/lwjgl_util/2.9.4-nightly-20150209/lwjgl_util-2.9.4-nightly-20150209.jar, file:/home/[USERNAME]/.minecraft/libraries/com/mojang/text2speech/1.7/text2speech-1.7.jar, file:/home/[USERNAME]/.minecraft/versions/17w16b/17w16b.jar])
It was removed from F1 screen (see [Mojang] Nathan Adams's comment)
Still not intended. Regardless of what Dinnerbone said.
[Mojang] Nathan Adams is a developer, developers decide what is intended and what is not, not you.
@[Mojang] Nathan Adams as a side note since it is probably not worth it creating a seperate report for it, the criterion in the advancement file is called levitated.
@[Mojang] Nathan Adams why exactly is this "Won't Fix"? If my code analysis is correct there are two situations which can be considered bugs.
@[Mojang] Nathan Adams couldn't it be beacon pos + 255 or something similar and then just skip the block checks when the y coordinate is higher than the world height? The way it is currently makes beacons at 255 (or some blocks) below look really weird.
I believe older snapshots are removed from the version manifest deliberately. I'm not 100% sure why, but I think [Mojang] Nathan Adams said so somewhere.
You can manually add them via the s3 URL: create a folder in versions named 16w20a, then save https://s3.amazonaws.com/Minecraft.Download/versions/16w20a/16w20a.json in that folder, and then launch that. Note that the launcher will purge unused snapshot versions if you don't have a profile for them (again, I believe that is deliberate).
See this comment from [Mojang] Nathan Adams:
For those of you on Linux, please check that you have flite installed. It's a dependency for the narrator.
Levels outside of their normal range are unsupported.
[Mojang] Nathan Adams from here:
Any effect outside of those provided in vanilla circumstances should be considered unsupported officially and may or may not work as you'd expect.
Todd B, using junctions is, as far as I know, no longer possible; for technical reasons. I'm not sure why, but the Mojang devs know of this; they are not changing this back.
We always intended you to use --workDir /path/to/wherever, I didn't know so many people were using the APPDATA workaround. We can't support that going forward, so you'll just have to use the command line argument sorry!
For all further information about this bug report, go here please: MCL-5294
To everyone else: If you got any issues like The game has stopped working, we're sorry for the inconvenience, then that's a game crash, not a launcher issue. You can find a detailed report about the crash at minecraft/crash-reports/crash-<DATE>-client.txt (click the link to find out more). Your crash probably has already been reported here, search for it.
Also, please keep in mind that the lingua franca for Minecraft development is English; hence bug or crash reports are accepted in English only, sorry.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Unfortunately this is a JRE issue and we cannot fix it. Possible causes:
- Graphics or sound drivers. Make sure they're up to date.
- Corrupt or out of date Java installation. Reinstall it.
- Hardware issues.
Disabling the vanilla data pack disables certain game behaviors. This currently includes, amongst others:
- Leaves start decaying
- Anvils can't be opened
- Marking maps with banners won’t work
- Lava same color as water
See comment of [Mojang] Nathan Adams in MC-129244:
...
The issue you are reporting now, which is specific to not loading vanilla datapack, is working as intended. If you do not provide a definition of what lava is, the client will not know and that is undefined behaviour. If you intend to replace vanilla datapack you must make your own definitions of things instead.
Guess we need [Mojang] Nathan Adams then to look at this report ![]()
On a more serious note, can you check whether this is still an issue in 18w02a? The fullscreen mechanics are changed in this snapshot. Here's a guide about how to play on a snapshot.
[Mojang] Nathan Adams wrote at MC-127079:
Waterlogged blocks intentionally do not transform into ice, cobblestone or obsidian
WAI.
Still affects 18w11a. Please fix, kind mister [Mojang] Nathan Adams
Big mushrooms were incorrectly marked as wood, and thus could be used as fuel.
They were never intended to be fuel and we have decided to remove them from the fuel list.
This is WAI. This is how arrays work, wether you like it or not. You can use different methods to test if slots exist, then use that info, but unless [Mojang] Nathan Adams wants to change this, then I doubt that’ll change.
It was resolved as intended by [Mojang] Nathan Adams himself.
[Mojang] Nathan Adams I could reproduce it in both Creative as well as Survival mode by clicking rapidly with empty waterbucket(s), see:

Edit: Upon relog, those water holes are gone though, maybe just a visual glitch?
Because I stuck my head into one of those water holes in Survival, bubbles go down as if it were water, as opposed to that bug in previous snapshots: 
See comment of [Mojang] Nathan Adams in MC-129244:
...
The issue you are reporting now, which is specific to not loading vanilla datapack, is working as intended. If you do not provide a definition of what lava is, the client will not know and that is undefined behaviour. If you intend to replace vanilla datapack you must make your own definitions of things instead.
The new `/forceload` command replaces and improves upon `/chunk` however it still cannot be run from functions or command blocks. Attempting to use this command inside a function will results in the attached parser error.
The assumption is that, because the command was rewritten to allow for relative coordinates, it should be runnable by functions and command blocks.
Tweet from [Mojang] Nathan Adams
So that only the server owner can use it. It could really bring any server to its knees very easily.
The bug
The game might crash when you open the F3 menu.
Tweet from [Mojang] Nathan Adams
... and it looks like we need a 'b' already
If you close and reopen the F3 overlay you might crash. Don't do that
Crash report
Description: Unexpected error java.lang.NullPointerException: Unexpected error at ckm.e(SourceFile:213) at ckm.c(SourceFile:94) at ckm.b(SourceFile:81) at cka.a(SourceFile:250) at cxp.a(SourceFile:779) at cjj.c(SourceFile:817) at cjj.a(SourceFile:380) at net.minecraft.client.main.Main.main(SourceFile:144)
White text should be used only from dark oak sign.
Note from Oval
This issue is work as intended, as told by [Mojang] Nathan Adams on twitter (tweet).
I think so
I made all the signs white text (actually white), and I think it looks great!
The bug
In the snapshot changelog of 18w44a, it says that the Programmer Art is an option on the resource pack menu, but this texture pack is not included in the snapshot 18w44a. Mojang already knows of this problem though, as
tweeted by [Mojang] Nathan Adams
Looks like the "programmer art" (old textures) resource pack was a bit shy and isn't showing up in this snapshot. We'll fix it in the next snapshot!
The bug
When changing texture packs or language, the loading menu will appear. Might be WAI as per this comment of [Mojang] Nathan Adams. However, these loading menu's seem make the loading more 'laggy'; Especially texture packs.
What [Helper] Johnibur said. Please only post a comment when you have something of value to add to the report. (Also please don't add any more screenshots to this ticket, there already are enough.)
Yes, we know you have the issue as well. Yes, we know it's frustrating. And yes, this issue is known to Mojang employees. In fact, we have made a developer aware of this issue as soon as possible, and it is assigned to the responsible developer.
Mojang is currently working on releasing a new version 1.14.1 very soon. How soon that will be: We don't know yet. It'll most probably include a whole bunch of other critical fixes as well.
We will likely release a 1.14.1 very shortly with a few performance improvements and major bug fixes.
This is intended, see MC-2071:
The behaviour as it is now is intended. You can go through the options but nothing else.
Hmm, the latest development version has the following point in its changelog:
Minecraft: Java Edition now requires OpenGL 2.0
But I didn't see that you're using 32bit linux. If you are, yes, that's a known issue, see MC-121388. To quote [Mojang] Nathan Adams:
We unfortunately can no longer support 32-bit linux as LWJGL dropped support for it. Sorry
Any effect outside of those provided in vanilla circumstances should be considered unsupported officially and may or may not work as you'd expect.
– [Mojang] Nathan Adams (source)
[Mojang] Nathan Adams Installing that does indeed fix it. That should be mentioned, at least in the log.
looks [Mojang] Nathan Adams had the best explaining could understand well my duplicate report got solved by [Mod] Anthony Cicinelli in MC-225305
From [Mojang] Nathan Adams on MC-30881 "Biomes are not hard edges..."
The behaviour as it is now is intended. You can go through the options but nothing else.
You've got multiple issues here.
Mobs going through fences when item frames are near: Fixed in 1.4.1.
Ocelots and wolves teleporting sometimes: An old bug, predates item frames and is not affected by them. I had considered it fixed, are you sure it's not?
Invisible mobs on logging in: That's a valid issue!
Unfortunately this is a JRE issue and we cannot fix it. Possible causes:
This was fixed a few versions ago. Worst case that happens now is a block reappears a split second after digging it; you won't get stuck in it, you just bounce a little.
This is the intended behaviour of doFireTick.
Matti Ruohonen: That is an intended feature of Creative mode and unrelated to this issue. Items thrown from the Creative inventory have always vanished after a quick amount of time.
This is intended.
Fixed by making it not spawn at all (so you'll keep the skull and soulsand structure).
You've got a mod installed that is broken. We cannot support mods, broken or otherwise. If this happens in vanilla with no mods then please feel free to file a new ticket with new crash reports detailing such.
Wolves get wet in the water and thus aren't as effective against invisibility.
You can place floating tripwire. This is intentional.
Hit F1 while in the list. It toggles hiding all servers, for streaming and recording.
This is a separate issue to the falling through blocks one. This one is purely visual and they snap back up after some time.
Fixed. It was using the "walking on" sound, which was intentional until 1.4 added new separate sounds for placing.
It's a cloud. They pass through blocks. Magic!
The vanishing is because an already damaged anvil is being hurt even more by the fall, and thus gets destroyed.
Intentional. "Minecraft physics."
The anvil has very high blast protection. It's absorbing all of the explosion and thus none will get to the mobs.
And that's why the bug is still open and valid. I was just pointing out that's it separate from the one that we fixed
This is intentional behaviour. Tripwire can be all floating or all grounded, but not a mixture of both. It behaves in subtly different ways depending on its suspension status, so it logically just cannot function while in a mixed state.
This was fixed in 1.4.1.
The cooldown period is 25 seconds. I'll change it to 45.
Not a bug in the game, but our skin servers having difficulty. It is being worked on.
Without attaching your crash report we cannot help you. It's likely a hardware issue or something specific to your computer, but without more details we cannot know. Closing this bug off.
This is an issue with either your computer or the server you are trying to connect to. We cannot assist as it can be any number of problems. Usually firewall related, but could be as simple as just high latency between you.
Thanks for the help.
Please do not mark issues as highly private unless it's an urgent issue that requires the utmost security.
The crash you are getting is a JVM crash. This can be caused by anything but Minecraft. Most likely causes are a corrupt Java installation or bad graphics drivers. Go upgrade and/or reinstall both.
Please do not mark issues as highly private unless it's an urgent issue that requires the utmost security.
The crash you are getting is a JVM crash. This can be caused by anything but Minecraft. Most likely causes are a corrupt Java installation or bad graphics drivers. Go upgrade and/or reinstall both.
Please do not mark issues as highly private unless it's an urgent issue that requires the utmost security.
This is likely an issue with the minecraft.net website. We cannot assist you with that here. Please be patient and try again later, I'm sure it'll be working fine soon if there is any issue with it.
Please don't mark something as "effects 1.4.2" if you haven't tried it in 1.4.2.
Please don't mark issues as affecting "Future Version". You don't have that version, you couldn't have tested it
By "update your server to be compatible with 1.4.2", do you mean:
You're using a mod, and the error report indicates that the mod is potentially producing the crash. Please try it in vanilla; if this happens in vanilla, let me know and post a new error report indicating such. Otherwise, it was a mod issue and report it to the authors.
This is intentional. It's only for map makers via /give.
Witches are very rare to spawn and only spawn in swamp huts. Make sure you're not on peaceful and hang around for a very long time.
Is this singleplayer or multiplayer? Is it one area that happens or the entire world? Do new worlds do this or just one specific one?
They prefer carrots at of 1.4.
You need to attach the crash report or we cannot help you.
Please attach a crash report and tell us how it happened or we cannot help you.
I have already marked this bug as fixed.
Does the demo version in the browser work?
Closing due to mod issue.
Can you please attach a crash report so that we can look into the issue?
Your world got corrupt and these things happen. It could just as easily have destroyed everything too. Not something we can fix.
Cannot fix without more details.
Having trouble reproducing. Can you please make a superflat world, recreate the issue there, and attach it for us?
Modded client and not enough details to go by. Closing this off.
Random generation is quite random!
Minecraft physics!
It works this way because the only valid scenario where you will have two authorized users with the same details on the same server is because a session was cut short and the newer one is to replace the old one. I see no reason to change this.
Some things it needs to know. If you don't tell it these things, it can't function. This is just how it is.
There was always a slight delay. This is intentional.
This is a "feature" of world generation.
It's more of a "re-create the world with the same settings as it would be if I made it now".
This is a "feature" of world generation.
You're in peaceful, sir!
There is not supposed to be one.
There are connection issues preventing your computer from contacting minecraft.net. There can be many causes, I'm afraid, but none of them we can help you with here. Try checking your firewall, hosts file, and google
This is fixed in the next version, however the issue stems from having an invalid difficulty. Don't do that.
Not enough details to handle this issue. If the problem persists please recreate a ticket and include screenshots + a report from holding F3+C for 10 seconds then releasing.
This is intentional.
This is intentional for areas with insufficient lighting.
You cannot move leaves with pistons.
It'll be at your Overworld main spawn point! Use a compass
This just means "The user got disconnected". That's it. Why that happened? Nobody can tell!
Look into any causes of network issues; firewall, lag, cat sitting on router, etc.
They only appear in nether fortresses, won't appear on peaceful, and aren't very common.
If you specify some custom data you need to specify all of it; it's not going to fill in all of the blanks for you. Give it the equipment tag.
It is intentional that there's both a chance to have and a chance to drop. The chance of any given mob dropping an item is roughly the same as before, only now they'll actually wear it + some other mobs may wear it too (but won't drop it).
But not when you consider that you're not setting any data at all for the pigman. If you set some, it won't have the rest.
No, I said "all of the blanks". Stuff like health is a default constant setting, whereas stuff like equipment is too variable and dynamic. You either don't set any data and it'll figure it out for you, or you set some and it'll assume you know what you're doing.
Please make a separate issue for each bug.
This was fixed already.
Screenshot is too dark to see anything, but from what little I can see it's all good.
Please don't mark an issue as affecting a future version; you can't have tested it already
This is intentional. I would recommend switching away from proxy servers for multiple routing and towards SRV based routing.
The ping process is very fail-fast. It's an impatient system and times out after just 3 seconds (now; it used to be much smaller). To add the host into this, the process would look like:
From the client starting the request, to the client finishing processing the server's response, this must take no more than 3 seconds.
But that's the issue of the server. The server would have been set to offline mode to let them on, and we do not support offline mode. Yes, it's insecure and annoying that it'll kick some users off, but that's the very nature and purpose of offline mode.
Closing this off.
Please attach the error or we cannot look into it. Minecraft works fine on Windows 8 for myself and I know others have tried it with no problems too.
Check your graphics drivers, too. They may need to be updated to support win 8
That's definitely something graphics-drivers related. I'm sorry but I don't think we can be of further help, as it's outside of our control.
By "can't tell if it's caused by main client or from plugins", do you mean your server is modded? Can you reproduce this in a vanilla server?
MC-1128reported the same issue but we can't reproduce even in a multiplayer environment.From what I can tell from the screenshots alone, this is working as intended. If you believe there is a bug, please give us more details to work from.
Can't see an issue here. The locking functionality is not a blocking function; if you lock a repeater while it's on, it will stay on even if the input turns off.
Minecraft cannot influence Windows' colour schemes. We just don't have that kind of access. This is either Windows related or LWJGL related, but I suspect the former.
I'm sorry that we cannot be of more assistance. Closing this off.
This is intentional. Yes, it may be silly, but it's fun and that's why we opted to keep it.
Intentional.
Please don't mark issues as highly private unless they contain extremely confidential or high security information; it will limit the amount of people who can help you, which slows things down a lot.
You will need to attach a crash report for us to look at, or we cannot assist.
Can we get some screenshots or a world download or a video on how it's set up? We need more details to look into the issue or we cannot help you
Not sure what "The Forge" is. Is that a 3rd party tool or program?
Please copy exactly what you are trying to set. Screenshot it if you have to.
We don't support anything other than 16x16. Maybe they will crash your game and eat your blocks, or maybe they won't break entirely but just look ugly or glitch in unexpected ways; either way, we don't support them.
Does it keep happening? Can you reproduce it? If so please include a copy of your world describing where in the world you experience this issue.
At some point in the future we may support HD texture packs (through our render rewrite, for example), but that's adding a new feature as opposed to fixing an existing bug.
That is the problem of the server. If they say in their MoTD that they support 1.4 when actually they don't; well, not much we can do!
Can't reproduce + modded
Intended. Any source of light will melt ice, no matter the source.
Texture pack issue, most likely.
Intended.
Not enough details.
Ah, so it's a bukkit server I guess? Unless you can reproduce it in vanilla, please report it to bukkit and not us.
Can't reproduce. Is the server modded?
I identified the problem that reset their cooldown instantly, and it's fixed. Thanks for the help.
Can't reproduce. If you can figure out some steps that reproduce it then let me know.
Can't reproduce. Are you singleplayer or multiplayer? Modded client? If multiplayer, modded server?
Please try again in Vanilla without any mods.
Please don't mark issues as affecting a future version that you have not used.
Without a crash report I cannot assist you. Ideally, please provide:
Have you tried setting it as an int and not a byte? Also, it's "Ozelot" because that's what it's called in Swedish.
Then this is most definitely an issue of the program you're using and you should report it to the devs. CatType is an int and not a byte. Closing this ticket off.
Look up; it's already marked as fixed.
Invalid due to mod issue.
Intentional. All light sources give off max to the block they're in, and max-1 to their surroundings (and max-2 to those surroundings... etc)
Purple textures means you're using a texture pack that is out of date.
It needs a clear path to the sky to function.
Bukkit bugs go to bukkit. We are not bukkit. We do not support bukkit. We don't support any mods at all - if you experience a bug and think it's vanilla, please try it in vanilla.
When you do find a bug in vanilla, we need the crash report. We can't do a thing without it. This goes for reporting bugs to bukkit and anyone else too. That report tells us what's wrong, without it we can't even guess.
This was a bug in the snapshots, yes, but it was fixed for 1.4.2. Are you 100% sure it happened in 1.4.2?
Can't reproduce. Is this singleplayer or multiplayer? Are you placing the head in water or making water hit an already placed head? From above or from the sides? Are you using any mods or vanilla?
Your Minecraft jar is corrupt, it likely didn't finish downloading everything. In the launcher, go to "options" and "force update".
Clouds (and the sky) are magical and move through solid stone.
Intentional. There's no way to know what version anything <1.4 is, so it pretends it's 1.3. Regardless of what version it actually is, it's incompatible!
Unfortunately it doesn't appear that your graphics card supports Minecraft. I'm sorry but there's nothing I can recommend at this point. Maybe check for any better drivers for it?
Random terrain can have lots of fun and strange effects!
Without posting the crash report here we cannot help you. We make these things for a reason!
It is intentional that you cannot use format codes while naming things ingame.
Seems we're just not calculating the "up" vector and passing it over.
That does not mean that your host uses vanilla.
Likely an issue with your version file, try deleting your .minecraft folder and forcefully updating.
Sounds like the bug we fixed before we released 1.4.2.
Please make sure you test bugs in 1.4.2 before you claim that it affects 1.4.2.
Intentional. It's for tunneling through.
Can't reproduce. If this consistently happens, can you please send me your world?
Yes. This is purely for servers below 1.3. We can't tell what version they are because they aren't using the new code that indicates it. We have to guess for them. For 1.4, 1.5, 1.7.5.3, you will know.
This is not an issue we can fix, I'm sorry. It's likely the fault of your drivers.
Please don't set issues as affecting future versions; you couldn't have tested them, as they don't yet exist.
Please also don't set things as highly private unless it contains confidential information or an extremely critical security exploit. The more private an issue is, the less people can see it and the slower it can be dealt with.
No, the privacy should be public. This does not appear to contain confidential information or even a small exploit; it appears that it's just a visual glitch?
Please keep privacy set to public unless there is a good reason otherwise (confidential information, exploit, security issue, etc). The less people who can look at the issue, the slower it'll be until anyone can deal with it.
Please keep privacy set to public unless there is a good reason otherwise (confidential information, exploit, security issue, etc). The less people who can look at the issue, the slower it'll be until anyone can deal with it.
This issue is unrelated to the lag but I'll fix it regardless.
Please keep privacy set to public unless there is a good reason otherwise (confidential information, exploit, security issue, etc). The less people who can look at the issue, the slower it'll be until anyone can deal with it.
Please keep privacy set to public unless there is a good reason otherwise (confidential information, exploit, security issue, etc). The less people who can look at the issue, the slower it'll be until anyone can deal with it.
Wither skeletons share the same egg as normal skeletons.
Unrelated to
MC-222but a dupe ofMC-418This is likely a mod related issue. Closing this off.
Are you using any mods? Can you please exit the inventory and in the main game, hold F3+C for 10 seconds and then release. Please attach a copy of the report it generates, thanks!
Use the item ID, not block ID or name.
It's to distinguish dogs at all, not per player. I don't feel like this would work out well, sorry.
Happy halloween
Thanks! This helps a lot.
Can't reproduce, works here.
This fixed all falling tiles.
This is intentional. Pigs really love their carrots.
They always spawn with bows. It's a feature that they can sometimes learn to pick up other items & weapons.
We only let you submit bugs because this isn't the place to put suggestions.
Why is it not a bug? It incorrectly shows a fire animation for one tick while the Falling Sand entity is turning back into sand.
If you have any plugins in your server, any bug reports you submit to us are invalid by default.
If you have any mods at all in your server or your client, any bug reports you submit to us are invalid by default.
We cannot be held responsible for bugs that may be introduced by mods, and as unlikely as you'd think a lot of bugs are actually introduced by mods that people just assume are from vanilla. I can't tell you how many bug reports we've had of people who used optifine where it turns out it was a bug in that...
This may or may not be fixed, you'll have to give it a go and let me know!
This is intentional. Though format codes are "supported" almost everywhere, we do not let you use them from within the game.
Can't reproduce, but a few things:
1. If you're using any mod of any sort (this includes TooManyItems, Optifine, whatever) then any bug reports you submit to us are invalid. The bugs are very likely introduced with the mod, and not in vanilla. Please try in vanilla before submitting reports.
2. If you get a crash, we need to see the crash! We can't help you without it.
This block is not supposed to be used in game. That it's supported at all would be the bug here
Without showing us the error or giving us a copy of the world to test for ourselves, we cannot fix the issue.
I can only assume this is a duplicate of
MC-1102, but without posting the crash report I cannot be certain.Please, if you ever get a crash report, post it! It tells us exactly what went wrong and how to fix it. Without it, we have no idea what the issue it
Ah, you're using bukkit.
If you get any bugs and you're using mods of any type, the bug report is invalid by default. Mods introduce a hell of a lot of bugs that people assume are vanilla, but they aren't and it just causes so much confusion when we try to look into bugs that (we don't know that) are caused by mods
Can't reproduce with the map you provided in the first video.
Player selectors (@, then type) are a special syntax. It's not "anything and then [] on the end". It's @a or @p or @r and then [] on the end for extra options.
You cannot specify specific players, and you cannot use player selector arguments with anything other than player selectors.
1.4.3 will be released for testing later today, hopefully!
Intended.
Simply put; ghosts!
This is a feature request, not a bug.
Please also don't mark things as affecting future versions. You couldn't have tested them.
Design choice and technical limitation.
Not enough details to reproduce.
If you're using optifine:
1. Don't report bugs here. Any mods invalidate any bug reports you make, only file them if you can reproduce in vanilla.
2. Go update or uninstall, this is a very common bug in it
Not enough details to reproduce.
If you're using optifine:
1. Don't report bugs here. Any mods invalidate any bug reports you make, only file them if you can reproduce in vanilla.
2. Go update or uninstall, this is a very common bug in it
1. This is a feature request. This place is for bugs only. Bugs, exploits, and bugs. No feature requests!
2. Please don't mark things as affecting future versions; you couldn't have possibly tested them.
Please try again on a vanilla server + client. If it happens there, post a new crash report and any steps to reproduce and we'll reopen this ticket!
Well then neither can we, unless you post that file and some details about what was happening.
In future please provide a copy of the crash report so that we can at least look into the issue, much less know how to fix it
This once, I was dealing with a similar issue just seconds ago so we both got lucky!
Not enough details to help with
Can't reproduce. If it happens again please post the crash report or we cannot help you.
This is a known issue in optfine. Please do not report issues here if you are using optifine or any other mods, as they invalidate any bugs you submit.
This was fixed in 1.4.3. Do not mark issues as affecting versions that you have not tested them in.
Please don't report bugs as affecting future versions. You can't possibly have tested it.
Closing as there's too little detail to go by.
Please don't report bugs as affecting future versions. You can't possibly have tested it.
Closing as there's too little detail to go by.
No crash report; how can we help you?
JRE crashes are out of our control. Usual causes are either graphics drivers or a bad java installation.
We cannot help you without a crash report.
We need a crash report or we cannot help you.
We need a crash report or we can't help
No crash report, we can't help you.
"Too Expensive" refers to the level cap that it allows you to spend per transaction; 40 levels. Creative has no limit.
The more powerful a tool is, the more it costs to repair. From any tool that you get through "normal" enchanting, they will never be too expensive to repair unless you're under extreme circumstances (tool has 1 durability left and you won the enchanting jackpot).
Every time you repair a tool, it costs more to repair later.
With the above two facts in mind, it makes sense from a design perspective, to me at least, to have this cap. The more powerful a tool and the more you keep repairing it, eventually you just have to let it go and get a new one. We don't want the anvil to take away the need for crafting new tools and enchanting them; just postpone it.
1. Duplicate
2. Intentional
3. Need more information.
Please only submit one problem per issue, and check for duplicates first. Closing this one off, feel free to make a new one for the 3rd problem with more details.
This is intentional. You're supposed to die by falling out of the world regardless of your mode.
You're misspelling the names. Do /gamerule to get a list of correct names.
Jason pls. We used one. It clearly didn't work.
Those are pretty powerful enchantments, making it an extremely powerful sword. See my comments above.
Comes with the added benefit of keeping your selected item per logout/login!
Any audio issues are unrelated to this issue. This issue is about the "jittering" (bouncing back and forth quickly) of various entities, most notably minecarts and falling sand. That bug has been fixed for the next release.
You're pulling the empty firework from creative. It does exactly what it's supposed to do; go up for one second.
To have one explode, you have to craft it to explode. To have one fade colours, you have to craft it to fade colours.
The tile specified in FallingTile does not exist. Most likely an issue of the map than the game; please provide a copy of a world with that mobspawner in if you are 100% sure the spawner is valid.
Intentional.
If it is indeed the same issue as
MC-335, then someone needs to go to the naughty corner for marking this issue as only affecting 12w49a (a version that came out long after that bug was fixed).Spooky.
By force a crash he means go ingame (join a random world), hold F3 and C for 10 seconds and then let go. That makes a unique report for us to analyze with more information.
Are you in creative? That's intended behaviour. If you're in survival, then it's a bug.
That is intentional.
Technical limitation and slightly a gameplay decision. Especially for players.
Intentional. Some enchantments "conflict" with others.
No... they conflict. They can't be together.