Jens-Oliver Tofahrn
- dscheJ-Ouh
- dschej-ouh
- Europe/Stockholm
- Yes
- No
The filled-up chunk error from Version 1.8 or 1.9 is probably back.
Somewhere in the generated world, you can clearly see where the chunks were filled up.
Expected: Finding natural caves going on through the different variations of stone, dirt, gravel etc.
Instead: Some of the caves are somehow "cut off" at the chunk borders (while others are not) and those chunks are often filled up, usually with regular stone.
Reproduce:
- Create a new world, use Demo seed "North Carolina" or "-343522682" and choose creative mode.
- Change to spectator mode ( [F3
}}{{[n] ] ) /tp @s -48.42 18.94 0.10 -463.95 55.80
- Show chunk borders ( [F3
}}{{[g] ] )- Looking north or east, you can clearly see the nearby generated cave being "cut off" (or filled up) at the chunk borders.
- Continue looking east, you can spot some other caves and even base level lava lakes cut off at the same chunk borders (z=0/-1)
Errors like these can be found throughout the world
probably any worldand are quite irritating....The filled-up chunk error from Version 1.8 or 1.9 is probably back.
Somewhere in the generated world, you can clearly see where the chunks were filled up.
Expected: Finding natural caves going on through the different variations of stone, dirt, gravel etc.
Instead: Some of the caves are somehow "cut off" at the chunk borders (while others are not) and those chunks are often filled up, usually with regular stone.
Reproduce:
- Create a new world, use Demo seed "North Carolina" or "-343522682" and choose creative mode.
- Change to spectator mode ( [F3 [n] ] )
/tp @s -48.42 18.94 0.10 -463.95 55.80
- Show chunk borders ( [F3 [g] ] )
- Looking north or east, you can clearly see the nearby generated cave being "cut off" (or filled up) at the chunk borders.
- Continue looking east, you can spot some other caves and even base level lava lakes cut off at the same chunk borders (z=0/-1)
Errors like these can be found throughout the world – probably any world – and are quite irritating....
Jens-Oliver Tofahrn, that's a separate issue, see MC-50556.










Also having this issue on a regular base.
Another way to reproduce it frequently is:
1. Start a game;
2. Save the game and return to main menu;
3. Start the same or a different game.
The music of the last dimension you were in is played simultaneously to the music of the actual dimension, e.g. if you were in Nether and the game you loaded is in Overworld, you hear one Nether music and one Overworld music.
You may also save the game again and return to the main menu; an indicator for something being wrong is when the background music isn't stopped, but continues even when you are in the main menu. Then, sometimes/often the menu background music is played simultaneously to the dimensional background music.
NOTE: F3&T solved the issue for me for now.
Note 2: Im also having the "IllegalArgumentException: Name and ID cannot both be blank" issue - with no server file.
This also happens on Win 10 w/ Java 8 Up.111 – three times within last 24 hrs.
When playing in Survival mode, you can't even quit to menu, and F3 commands don't work because the chat bar stays open and catches all keystrokes.
Almost the same:
Log viewer ("Minecraft game output" window) works properly for some time, but after several lines stops adding new lines (no more information on what happens/goes wrong in the game) and shows no further reaction (buttons ineffective).
After some more time, the log window goes completely blank.
It also seems there are no more lines being added in the log files (in \logs).
NEW since launcher update to 2.0.847 (worked properly before)
Win 10/MC1.11.2/v
[EDIT]: Additional info:
Same goes for MC 1.12 vanilla.
Same in 1.12 vanilla (interrups gameplay)
Whoa, additional info:
The log file viewer crashes even if you're not in the game, doing nothing, so nothing is added to the log. Running the program, but staying at the splash screen is quite sufficient for the log file viewer to crash after approximately between 10 and 30 minutes…
(i7/3.5MHz/16GB RAM/GeForce 4GB/Win10/MC V.1.12/vanilla)
Log file content:
[23:19:33] [Client thread/INFO]: Setting user: dscheJOuh
[23:19:34] [Client thread/INFO]: LWJGL Version: 2.9.4
[23:19:35] [Client thread/INFO]: Reloading ResourceManager: Default
[23:19:35] [Sound Library Loader/INFO]: Starting up SoundSystem...
[23:19:36] [Thread-3/INFO]: Initializing LWJGL OpenAL
[23:19:36] [Thread-3/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[23:19:36] [Thread-3/INFO]: OpenAL initialized.
[23:19:36] [Sound Library Loader/INFO]: Sound engine started
[23:19:38] [Client thread/INFO]: Created: 1024x512 textures-atlas
[23:19:39] [Client thread/INFO]: Narrator library for x64 successfully loaded
^ End log file, here it had crashed when I came back after approximately 30 minutes.
O.K., the latest update of the Minecraft Launcher to v.2.0.934 seems to have fixed the issue for me for now.
Do any others still have this problem?
Still in MC 1.12.1 vanilla.
(Continuing watching
MC-118221instead.)Still in MC 1.12.1 vanilla
Still in MC 1.12.1 vanilla.
Just had it in 1.12.1 by just leaving the world without having started another game: Two different songs played on the Menu screen.
When you want the music to stop, you either have to start a game and stop the music there by reloading the resource packs with [F3]+[T], or you have to leave the game entirely…
This isn't all.
I found a monument with three quarters closed and only one quarter opened with a gold cube room cut in two…
(seed -343522682, at location -2321 90 32 90 90 )
[Will copy this to the other thread…]
I found a monument with three quarters closed and only one quarter opened with a gold cube room cut in two…
MC vanilla 1.13.2 (seed -343522682, at location -2321 90 32 90 90 )
[EDIT:] ALTHOUGH I couldn't reproduce it myself afterwards with a copy of that world.
Seems to be an in-game generation problem…
Okay, I have an idea.
This isn't working with tp or teleport, except for those cases, where the buildings have already been generated corrupted before.
In my opinion, this corruption is caused by lags while exploring new areas, very much like those other corrupted buildings.
When exploring new worlds by vehicle or sometimes even afoot, there are plenty of lags, that might be the source of those corrupted buildings.
I guess that's why the buildings are NOT corrupted when you teleport to them, because then, the new areas are generated in one single big try.
I base my assumption on the fact, that → all the corruptions I observed take place at cluster borders.
(The big lags in the screenshot are from crates!)

Either there are far, far fewer End Cities available in 1.13.2, or the bug is still active….
– since according to the End City Finder for 1.10, I now can find only about one out of five supposed End Cities in Demo seed -343522682, and they are more likely 2000 to 4000 blocks (or more) apart from each other….
I second that.
Every trader I met has lost at least one of his llamas, but most of them lost all of their llamas, usually by the trader walking somewhere the llama couldn't follow and thus the lead breaking.
I even could pick up the broken lead sometimes.
Trouble is, as already tamed (by the trader), those llamas are of no use, and they even gather around the next trader as soon as he gets near, but still, when that trader vanishes, those llamas without lead stay.
Plus the llamas the trader lost that time.
I guess the only solution to that issue will be the llamas tamed by a trader disappearing together with him, attached to a lead or not.
I can confirm that for 1.14 (not realms), since I found a group of pillagers in my game spawning in the midst of the ocean.
Confirmed for 1.14 on Win 10.
This doesn't only happen when villagers go to bed or work at their designated workstation before they can close the door afteŕ themselves, but also when they leave the house.
I've very often seen empty houses with open doors and no villager missing in several villages.
Confirmed for Java Ed. 1.14 / Win 10.
Plus:
Several Dungeons, which were generated in 1.13.2, aren't generated anymore in 1.14.
Duplicated by
MC-150587Strange.
I can hear all fox sounds, from the big ones as well as from the small ones.
Win 10 on i7 w/ 16 GB RAM.
I'm having this issue since the update to 1.14.
("Process crashed with exit code -1073741819")
Win 10 on i7 w/ 16 GB RAM
BUT only at every other first start after a while; at the second start, the game runs fine….
Plus:
• Afterwards, when getting out of bed, a stumbling sound is played, like as if the player fell from somewhere high.
• Sometimes, afterwards, it isn't possible to mount that horse again (maybe other, too).
To be able to do that, then, you have to leave the game and restart it.
One more thing:
When villagers are stuck pathfinding, and they often are for the rest of the game if nothing is done about the issue or the path, they don't do anything else; not working, not sleeping, not finding job sites (when they're replaced or relocated).
(1.14.1van/Win 10/i7/16 GB)
Special for villagers concerning flower pots with cacti:
Usually, villagers will just run across any flower pot, but they get stuck at any flower pot with a cactus inside.
Still in 1.14.1 (when villagers go to bed, use their workstation or talk to other villagers).
(1.14.1v on Win10/i7/16GB)

Also, in the demo seed (-343522682), near 80 -240, there's a buried shipwreck, which is "checkered" along the chunk borders; two diagonally opposite quarters made of birchwood and the other two quarters made of jungle wood… (screenshot included)
(1.14.1v on Win10/i7/16GB)
Also, it does NOT help any, if you keep all the treasure maps or carry them with you and fill them one and all by exploring over and over again, although you already looted and destroyed that specific chest.
When you get the next map, even if the game lags (see
MC-126244), the next map will again point to that very same treasure.Example: In demo seed (-343522682), all maps lead to the treasure at -77 60 427 …
(1.14.2v on i7/16GB/Win10)
Can we please add trapdoors to this, or are they really meant to trap animals and villagers?
I have an entire village population (including foxes) trapped in the trapdoor decorations of their village…
(1.14.2v on i7/16GB/Win10)
This doesn't only happen, when the job site is broken, but also when a villager with a job site, even with a leveled profession, wanders off too far –even inside the village– and can't make it back in a given time, so that his proper job site becomes unoccupied and then gets taken by another unemployed villager.
This usually results in a leveled-up villager with improved trading values never again being able to refill their inventory.
Had this happen again and again.
This obviously results from the villages being far too extended for the villagers to find their way back to a claimed job site or even to the bell at day's end, when they wander off beyond a certain range where they could still find them.
In other words:
The villagers' pathfinding abilities doesn't match the ability of the villagers to claim job sites and the range of the village boundaries.
My best guess is:
The village boundaries are too extended for villagers to be able to still find their way back to their claimed job site, their claimed bed or even the bell.
So when villagers wander off, due to restricted pathfinding abilities, at some point they are no longer able to find their way back and thus their job site goes unclaimed and can/will be claimed by another unemployed villager.
Just until that villager, too, wanders off too far… (and so on and on)
Resolutions may be:
Workaround:
Confine certain villagers to their workplaces or reduce the reachable village boundaries with fences or barricades so that the villagers aren't able anymore to wander off too far.
@Marcono1234
[1.14.2van. on Win10/i7/16GB]
Sure, I have this happen in MC Vanilla (NO MODS) since 1.14.2, as well as seeing them spawned into solid blocks (and subsequently dying) after passing a nether portal.
This was resolved before, but now it happens again and again!
Every time, I have to leave the game and reload it…
Still in 1.14.2 - genocide for the entire horse and donkey population?
[EDIT]:
Following a hunch, I just had a look at the hitboxes of horses and donkeys – they're massive!
No other mobs I've ever seen (well, except ravagers, which are a little bit bigger, and bosses) have such incredibly huge hitboxes in comparison to their body size, especially considering the hitboxes of cows or even iron golems, that look almost tiny… – and the hitboxes of donkeys are only marginally smaller than those of horses, even when donkeys are a little bit smaller than cows(?!?)
– No wonder horses suffocate at each opportunity, even when their bodies aren't really next to a wall; the trouble with hitboxes that don't turn according to the viewpoint, when an animal's body length is considerably bigger than its body width….
@violine1101: Aren't the two related? o.O
Still in 1.14.2van on Win 10/i7/16GB.
Still in 1.14.3 van. on Win10/i7/16GB.
Also 1.14.3 van. (without any mods/addons) on win10/i7/16GB
One thing I noticed – maybe due to the mechanisms of the game:
When you dismount a horse/donkey/whatever, it looks as if it's being teleported from somewhere, presumably from the point where you mounted it.
I suspect, when that distance gets too long and/or the chunk where you mounted the horse/… is unloaded, this may occur.
… and still in 1.14.4.
It seems that villagers (mobs) don't really know how to use ladders; I mean: Climbing up or down ladders doesn't seem to be incorporated into the pathfinding routine.
It's actually more like, when a climb-able mob hits a ladder, it automatically starts to climb it.
Why:
I built a two storied room for a villager with a ladder leading upstairs to the bed, but instead of climbing it, the villager rather tried to climb the table in another corner and obviously couldn't reach the bed from there…
(Maybe that's why they also can't walk across trapdoors and several other obstacles…)
sigh
Still happens in 1.14.4…
If this is indeed the cause of several cut ravines and caves as well, then this does still exist in 1.14.4 van. on Win10/i7/16GB
Example:
Demo seed "North Carolina" or -343522682, F3-n, F3-g
/tp @s -48.42 18.94 0.10 -463.95 55.80
@Asteraoth:
I have experienced the same thing now three times already in 1.14.4 (on Win10/i7/16GB/GeforceGTX1050Ti) – without the game becoming "glitchy" before:
When you ride a horse and then save and exit the game without dismounting, when you restart and reload the game you'll sometimes no longer be riding and your horse (or, in my case, donkey) is missing…
On slower/weaker systems, the game first freezes, then crashes with a Java Heap Exception on opening the treasure map chest in sunken ships. (1.15.2)
Having this issue now in 1.15.2...
(and in different villages. Breaking and replacing their beds isn't helping either.)
Happened again in 1.18.2 (Vanilla), by directing a leashed bee through a nether portal (from Nether to Overworld, when that matters)…
Hmm.
Having this problem, too.
Just ocurred to me, that the nesting of the brackets in the error message is wrong.
It says:
"… MapLike[{event_delay:0,event_distance:0.0f,range:8,source:{pos:[I;-15,-38,258],type:"minecraft:block"]}}",
were it should say:
"… MapLike[{event_delay:0,event_distance:0.0f,range:8,source:{pos:[I;-15,-38,258],type:"minecraft:block"}}]".
(The square brackets should be the outermost, however, at the end, they are the innermost….)
Could that be causing this error message?