Dragorn421
- dragorn421
- dragorn421
- Europe/Stockholm
- Yes
- No
See the picture.
All pistons are stickies.
/ I'm french, sorry. I hope you understand. /
How to reproduce:
1) Put a boat on the ground
2) Enter the boat
3) Press one of the keys used to walk sideways to make the boat spin (A or D for qwerty keyboard)
4) Leave the boat, the boat stops spinning
5) Enter the boat, it continues spinningI think the game actually pauses the animation instead of not displaying it.
To solve this, you may reset the animation when the player exit or do not pause the animation.EDIT: actually the same thing appears when boats move, they stop when the player exits
Boats stop spinning and moving when player is out
How to reproduce:
1) Put a boat on the ground
2) Enter the boat
3) Press one of the keys used to walk sideways to make the boat spin (A or D for qwerty keyboard)
4) Leave the boat, the boat stops spinning
5) Enter the boat, it continues spinningI think the game actually pauses the animation instead of not displaying it.
To solve this, you may reset the animation when the player exit or do not pause the animation.EDIT: actually the same thing appears when boats move, they stop when the player exits
How to reproduce:
1) Put a boat on the ground (or in water, in this snapshot boats work on ground)
2) Enter the boat
3) Press one of the keys used to walk sideways to make the boat spin (A or D for qwerty keyboard) or go forward
4) Leave the boat, the boat stops spinning or moving
5) Enter the boat, it continues spinning or movingI think the game actually pauses the animation instead of not displaying it.
To solve this, you may reset the animation when the player exit or do not pause the animation.
What I expected to happen was...:
{NoGravity:1}
When I try to teleport the armor stand with tagrelatively, it doesn't move on the first teleport. It does move on the second tp, relatively to its first position and not relatively to the position it should have. Leaving the world and reentering it fixes it, by taking into account the first tp, without cancelling other tp moves.
What actually happened was...:
{NoGravity:1}
The armor stand actually moving, even with.
Steps to Reproduce:
{CustomName:"armorstandfactory",NoGravity:1}
See the test_setup.png screenshot (it was taken facing towards negative x). There are 5 command blocks labeled, they contain the following commands:
1 /summon ArmorStand ~ ~1 ~2 /replaceitem entity @e[c=1,type=ArmorStand] slot.armor.head minecraft:stone
3 /tp @e[rm=4,type=ArmorStand] ~-0.625 ~ ~
4 /tp @e[c=1,type=ArmorStand] ~-5 ~ ~
5 /kill @e[name=armorstandfactory]
Chain command blocks are set to "Always active"Press the left-most button multiple time: it seems that the fourth command block has no effect, it is the first tp applied to the newly spawned armor stand. Maybe the problem is that the armor stand cannot be teleported client-side within the tick it got created? Remember this only applies to armor stands with
{NoGravity:1}tag!
What I expected to happen was...:
{NoGravity:1}
When I try to teleport the armor stand with tagrelatively, it doesn't move on the first teleport. It does move on the second tp, relatively to its first position and not relatively to the position it should have. Leaving the world and reentering it fixes it, by taking into account the first tp, without cancelling other tp moves. This bug seems more like a client-side glitch.
What actually happened was...:
{NoGravity:1}
The armor stand actually moving, even with.
Steps to Reproduce:
{CustomName:"armorstandfactory",NoGravity:1}
See the test_setup.png screenshot (it was taken facing towards negative x). There are 5 command blocks labeled, they contain the following commands:
1 /summon ArmorStand ~ ~1 ~2 /replaceitem entity @e[c=1,type=ArmorStand] slot.armor.head minecraft:stone
3 /tp @e[rm=4,type=ArmorStand] ~-0.625 ~ ~
4 /tp @e[c=1,type=ArmorStand] ~-5 ~ ~
5 /kill @e[name=armorstandfactory]
Chain command blocks are set to "Always active"Press the left-most button multiple time: it seems that the fourth command block has no effect, it is the first tp applied to the newly spawned armor stand. Maybe the problem is that the armor stand cannot be teleported client-side within the tick it got created? Remember this only applies to armor stands with
{NoGravity:1}tag!
@Dragorn421: You're looking for MC-2025.
Dragorn421 the issue you're describing is MC-118002, which is linked above in "related to". It's already fixed for the next version and was not caused by the texture animations.











This happens in Minecraft 1.8.8, should I open a new issue, as this one is really old and closed?
Confirmed in 16w02a.
Water renders flickering, and is inside the boat.
This is a weird behavior because you can make the boat go forward, then leave it, and come one month (in game or not) later and the boat will take its momentum back. Even in Minecraft things aren't supposed to freeze like that, excepted chunk unloading. I consider it a bug since it didn't behave like this in previous versions, and wasn't mentioned in update notes.
Another Confirmed for 16w04a
I updated my server's version to 1.9 from 1.8.9. Immediately after I log on two zombies are attacking me: they came from the hundred zombies that were still in my xp farm collection thing when I stopped the server to update it, so they escaped their cell somehow. I still have a save of the 1.8.9 world if you need it (500mo though), but this seems quite random and not easy to reproduce.
Here is what their 'cell' looks like: http://puu.sh/nq6wD/325b690631.png
They stand on a slab and there is a 1.5 blocks gap (no baby zombies can reach this point).
Sadly I don't feel like this is fixed, or it's a different issue. I didn't notice anything weird in logs (3 entities, not zombies, seemed to have duplicated UUIDs).
Confirmed in 1.9 release, I found a sheep stuck in a cobblestone wall.
It was one of the red sheeps that was stuck in the wall i'm looking at in this screenshot http://puu.sh/ns0NT/975ba2cd06.png (i'm facing negative x y and z). It happened on a 1.9 vanilla server which "java -version" is:
java version "1.7.0_95"
OpenJDK Runtime Environment (IcedTea 2.6.4) (7u95-2.6.4-1~deb7u1)
OpenJDK 64-Bit Server VM (build 24.95-b01, mixed mode)
I don't know if this happens because of chunk unloading and loading or just if the world stays loaded quite some time.
Definitely confirmed for 1.9. I got similar issues to previous ones multiple times.
Confirmed for 1.10.2
I don't see how this could get fixed, and the player can anyway use some mod to use xray. It's a pain for servers alright, but for adventure maps or solo I think the players are only ruining their own experience when using xray.
Only "fix" I know is what several plugins do on servers: hide all the blocks (do not send them at all to the client) which are not supposed to be seen. I don't think Mojang wants to do that, even if it was disabled by default.
Confirmed for 1.12
Actually the boat movements seems to get softened, and that makes it visually bounce on the air when it hits the slime block server-side and it goes up again before it hits the ground client-side.
MC-111271describes it better, and the gif in this issue is still relevant for 1.12.EDIT: on a side note, slime blocks pushed by pistons sometimes fail to launch a boat in the air and only push it a few blocks. Is that a different issue?
Same in other languages (it's actually weird that the narrator automatically uses the system language instead of the game language or some other setting, maybe I just didn't find it). Not sure if it actually is a bug though.
The block animation may be considered okay, but this should be considered as a bug since it causes non-pausing of client-side velocity on singleplayer worlds. Unsure if I should create a new ticket.
How to reproduce (1.12 pre6):
1) In singleplayer (didn't test multiplayer, i guess it's not affected), jump and while in the air hit escape (or open a command block, or a written book, same deal)
2) See the game rendering continue to animate blocks, and applying any velocity or gravity, but since the game is "paused" it puts you back at your previous location almost instantly, which causes some "shaking".
This may affect 1.13-pre1 (os: Windows 10 x64, java: 1.8.0_25 x64)
I "converted" a 1.12 world over to 1.13, ran /locate Igloo and got the same issue as described here: server froze, I eventually got kicked out.
Going back in the same world (worlds menu showed it was a 1.13 world), I could not reproduce the bug: there still was a freeze but eventually i got told there was no igloo nearby. Further runs of the command (still targeting igloos) caused no freezing
As a side note, the world conversion took about 20 seconds, though the world is a small creative test one with few chunks generated. And i'm not playing on a toaster!
Converting to 1.12.2 then to 1.13 fails too: the 1.13-pre2 client crashes with the same error as in the "first_attempt"-prefixed files.
And, still as a side note, the launcher crashed the two times I exited the game.
(thanks for suggesting though!)