Fu Chunhao
- February_
- february_
- Asia/Shanghai
- Yes
- No
I
'm playing in my world and I have a hopper minecart system to pick up mob drops. I have blocks right above the track maybe that's the problem I don't know but every once in a while my hopper minecarts will just stop on the track that curves. It happens so often though and it's a pain to have to break the block above it, go in, and have to enderpearl back out every time it happens. In the screenshot you can see. I have a minecart going on the other side on the separate piece of track that you see in the picture as well, it happens to that one too but not as often it seems.(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop while moving around curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it, and if this is blocked by blocks round the curve, the minecart will be facing towards a wrong direction(not along the track).
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- When the minecart is moving normally near the player, it is difficult to reproduce this issue. Like the original reporter says, it's really 'random'. You cannot predict when it will happen.
- But it's much easier to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). For example, in Minecraft version 1.12.2, make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
windows operating system, latest javaJava(64-bit) Version 80 on Windows 7
Minecarts randomly stop moving around curves in tracks.
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop while moving around curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it, and if this is blocked by blocks round the curve, the minecart will be facing towards a wrong direction(not along the track).
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- When the minecart is moving normally near the player, it is difficult to reproduce this issue. Like the original reporter says, it's really 'random'. You cannot predict when it will happen.
- But it's much easier to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). For example, in Minecraft version 1.12.2, make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop while moving around curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it, and if this is blocked by blocks round the curve, the minecart will be facing towards a wrong direction(not along the track).
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
When the minecart is moving normally near the player, it is difficult to reproduce this issue. Like the original reporter says, it's really 'random'. You cannot predict when it will happen.But it's mucheasierto reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later).For example, in Minecraft version 1.12.2, make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop while moving around curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it, and if this is blocked by blocks round the curve, the minecart will be facing towards a wrong direction(not along the track).
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and soon the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop while moving around curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it, and if this is blocked by blocks round the curve, the minecart will possibly be facing towards a wrong direction(not along the track).
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and soon the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop
whilemovingaround curves in a track.)I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it
, and if this is blocked by blocks round the curve, theminecart willpossibly be facing towards a wrong direction(not along the track).I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and soon the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop moving round curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it. (This also shows another possible bug: minecarts will sometimes influence the minecart that runs beside them, like stop it or reverse its direction.)
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and soon the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
Java(64-bit) Version 80 on Windows 7
(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop moving round curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it. (This also shows another possible bug: minecarts will sometimes influence the minecart that runs beside them, like stop it or reverse its direction.)
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and soon the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
It also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhapsdon't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting onacurvelike how I described it earlier.(The original reporter showed this old screenshot of a stopped hopper minecarts and said minecarts randomly stop moving round curves in a track.)
I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track or stop minecarts that run beside it. (This also shows another possible bug: minecarts will sometimes influence the minecart that runs beside them, like stop it or reverse its direction.)
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce: (Please do read the third paragraph; I think perhaps it's the key to discover why this bug happens. )
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this(or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and very possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track(like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
(The original reporter showed this old screenshotofastopped hopper minecarts andsaid minecarts randomly stop moving round curves in atrack.)I found this bug still exists in the newest versions: while a minecart is supposed to be moving ceaselessly on a track which includes powered rail in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track
or stop minecarts that run beside it. (This also shows another possible bug: minecarts will sometimes influence the minecart that runs beside them, like stop it or reverse its direction.)I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce: (Please do read the third paragraph; I think perhaps it's the key to discover why this bug happens. )
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this(or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart
move in a track that has got curves in it(and with powered rails in it too to make sure it moves fast), and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, andverypossibly it will be resting on a curve like how I described it earlier.- Notice: it seems that the bug tends to happen on a track which surrounds another track(like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this(or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later). Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track(like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
I think it might be related to the strange behaviour that a minecart shows when it's passing a curve(it changes its moving direction in a inconsistent and too fast way). It might also be related to chunk loading or world loading(see 'How to reproduce').
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this(or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world
(or loading the chunk that the minecart stays in? Sorry for I didn't test this, I'll test it later).Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world(perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.- Notice: it seems that the bug tends to happen on a track which surrounds another track(like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
Minecartsrandomly stop moving around curves in tracks.Minecarts spontaneously stop on curves in some situations.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
(If there's a block (have only tested slabs yet, //TODO) above the position where the minecart stops, breaking the block will cause an instantaneous lag.)
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
(If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.)
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the bigger ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
(If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.)
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the
bigger ring has a considerable chance to reproduce this bug on curves of the track.While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.
(If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.)
How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
- It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.
- Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the outer ring has a considerable chance to reproduce this bug on curves of the track.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops on the curve of the track.
Detailed description of the stopped minecarts:
A stopped minecart in which this bug happens shows a tendency to derail. Sometimes it will move out of the track.(
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.)How to reproduce:
- Make a closed track and a smaller closed track surrounded by the first one, put a minecart on each track, power them and possibly soon after this (or after a long-time running), the bug happens: The two minecarts either 'jump' to one track or stop on the curve.
It is also easy to reproduce when entering a world. (According to my tests, the 'run far away and back again' type of chunk-loading won't show this bug.) Make a minecart run on a track that has got curves in it, and then leave the minecart to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just close it and reopen right after closing it, it seems that the game will save the world in memory temporarily?), check the minecart, and possibly it will be resting on a curve like how I described it earlier.Notice: it seems that the bug tends to happen on a track which surrounds another track (like concentric rings). The minecart that runs on the outer ringhasa considerable chance to reproduce this bug on curvesof the track.While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.
(Picture II shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I, and then leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track.
Minecarts spontaneously stop or derail on curves in some situations.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.
(Picture II shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I
, and then leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track.While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.
(Picture II shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.
(
Picture IIshows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.
(2018-06-30_15.44.00.png shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
If there's a block (have only tested slabs yet, //TODO) one block above the position where the minecart stops, breaking the block will cause an instantaneous lag.(2018-06-30_15.44.00.png shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
(2018-06-30_15.44.00.png shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)
How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
(2018-06-30_15.44.00.png shows one situation, the three minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5.)How to reproduce: (Don't forget to put powered rails in the track
.)
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster).
- The bug can also be reproduced when entering a world. (It seems that the 'run far away and back again' type of chunk-loading won't show this bug.) Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. (If cannot reproduce after several tests, try leave the minecarts to a distance that when re-entering the world, it won't be loaded instantly like the nearest chunks.)
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.44.00.png shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce: (Don't forget to put powered rails in the track
.)
1. The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
2. The bug can also be reproduced when entering a world. Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. ([Cannot confirm]: if the bug cannot be reproduced after several tests, try leave the minecart to a distance that when loading a world, it won't be loaded instantly like things nearest the player.)
Notice:
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.44.00.png shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce:(Don't forget to put powered rails in the track.)
1. The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
2. The bug can also be reproduced when entering a world. Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. ([Cannot confirm]: if the bug cannot be reproduced after several tests, try leave the minecart to a distance that when loading a world, it won't be loaded instantly like things nearest the player.)
Notice:
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.44.00.png shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce: (Don't forget to put powered rails in the track
.)
1. The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
2. The bug can also be reproduced when entering a world. Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. ([Cannot confirm]: if the bug cannot be reproduced after several tests, try leave the minecart to a distance that when loading a world, it won't be loaded instantly like things nearest the player.)
Notice:
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method I. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), the minecart on the outer ring might be stopping on the curve of the track. ([Cannot confirm]: if the bug cannot be reproduced after several tests, try leave the minecart to a distance that when loading a world, it won't be loaded instantly like things nearest the player.)
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It seems that the bug behaves differently on normal minecarts and minecart variants: the former tend to stop while the latter tend to derail (but it could stop as well). Therefore, this bug report might be a combination of two bugs: one of them is related to all types of minecarts, and another is related to minecart variants.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world,
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world
,The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily?), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.
Note
Sometimes the stopped minecarts will resume running after a short while or after a minecart passed by.It
looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
Sometimes it is not easy to reproduce this bug by Method 1, but as long as the minecarts keeping running, the bug will happen at last.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.
It's hard to explain all the conditions needed for the bug to happen, but if you play Survival and has a farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
Sometimes it is not easy to reproduce this bug by Method 1, but as long as the minecarts keeping running, the bug will happen at last.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.
It's hard to explain all the conditions needed for the bug to happen, but if you play Survival and ha
sa farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
Sometimes it is not easy to reproduce this bug by Method 1, but as long as the minecarts keeping running, the bug will happen at last.
It looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.
It's hard to explain all the conditions needed for the bug to happen, but if you play Survival and have a farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
Sometimes it is not easy to reproduce this bug by Method 1, but as long as the minecarts keeping running, the bug will happen atlast.It
looks like what causes the bug in Method 2 is the considerable work of loading chunks when entering a world; after that, the bug won't be so frequent.It's hard to explain all the conditions needed for the bug to happen, but if you play Survival and have a farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
The bug happens especially when the game is experiencing a lag, but it is not certain if the bug is 100% caused by lags.
It's hard to explain all the conditions needed for the bug to happen, but if you play Survival and have a farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...
Minecarts spontaneously stop or derail on curvesin some situations.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings
; three rings are enough to cause the bug shortly after minecarts start to run. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug(but the latter one is often faster). But minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well.
- The bug can also be reproduced when entering a world. Make the same tracks as Method 1. Then next time when you enter the world (perhaps don't just reopen it right after closing it, it seems that the game will save the world in memory temporarily - might be related to
MC-128547), one or more of the minecarts might be stopping on the curve of the tracks or jumping over different tracks.Note
The bug happens especially when the game is experiencing a lag, but it is not certain if the bug is 100% caused by lags.
It's hard to explain all the conditions needed for the bug to happen, but
if you play Survival and have a farm with a hopper minecart system (with more than one minecart in it), you definitely have experienced the pain to reset the system again and again...The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). In this situation, the bug
Note
The bug happens especially when the game is experiencing a lag, but it is not certain if the bug is 100% caused by lags.
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). I
n this situation, the bugNote
The bug happens especially when the game is experiencing a lag, but it is not certain if the bug is 100% caused by lags.
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
Minecarts spontaneously stop or derailon curves.Minecarts stop or derail spontaneously on curves.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens; it was shot in 1.13-pre5. In another test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on the curve of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens
; it was shot in 1.13-pre5. Inanother test using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings
when the game is experiencing a lag. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder.
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
This bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald); it happens almost certainly when a minecart (of any kind) runs through the curves of tracks. Checking the recent changes to the code might help find out the cause of this bug.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
This bug has become quite serious in snapshot 19w09a(and 19w08b as well, according to the comment of @Happ MacDonald); it happens almost certainly when a minecart (of any kind) runs through the curves of tracks. Checking the recent changes to the code might help find out the cause of this bug.The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
This bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald); it happens almost certainly when a minecart (of any kind) runs through the curves of tracks. Checking the recent changes to the code might help find out the cause of this bug.(seems to be a different bug)
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
This bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald); it happens almost certainly when a minecart (of any kind) runs through the curves of tracks. Checking the recent changes to the code might help find out the cause of this bug.(seems to be a different bug)The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The derailing part of this bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald), which is recorded as
MC-144605and the latter get fixed in snapshot 19w11a. However, whether the derailing part of this bug is completely fixed or not cannot be confirmed,
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The derailing part of this bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald), which is recorded as
MC-144605and the latter get fixed in snapshot 19w11a. However, whether the derailing part of this bug is completely fixed or not cannot be confirmed, and the stopping part of this bug still exists.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The derailing part of this bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald), which is recorded as
MC-144605and the latter get fixed in snapshot 19w11a. However,whether the derailing part of this bug is completely fixed or not cannot be confirmed, and the stopping part of this bug still exists.The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using normal minecarts, the bug also happened but tended to stop the minecart rather than make it derail.
How to reproduce
- The bug tends to happen on circular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug (each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.
The derailing part of this bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald), which is recorded as
MC-144605and the latter get fixed in snapshot 19w11a. However, this bug still remains the same after the fix.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using
normalminecarts, the bug also happenedbut tended to stop the minecart rather than make it derail.How to reproduce
- The bug
tends to happen oncircular tracks placed like concentric rings. If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug(each circular track has a minecart on it). Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
- The bug can also be reproduced when the chunks in which the minecarts run are loaded into the game (not certain if the tracks need to be built across multiple chunks). It happens especially when the chunk loading is not fast enough, which causes two neighbouring chunks are not loaded in a short interval.
Note
In How to reproduce, two ways to reproduce the bug are described. Is it possible that they are two different bugs?
It
's hard to explain all the conditions needed for the bug to happen, but I believe it is known to almost all players who have farms with minecart systems.The derailing part of this bug has become quite serious in snapshot 19w09a (and 19w08b as well, according to the comment of @Happ MacDonald), which is recorded as
MC-144605and the latter get fixed in snapshot 19w11a. However, this bug still remains the same after the fix.The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using other types of minecarts, the bug also happened: the minecarts can suddenly stop, jump onto neighbouring tracks, or jump out of the track.
How to reproduce
- The bug are easy to be reproduced on multiple minecarts that run on different circular tracks placed like concentric rings (e.g. 2019-07-01_17.35.37.png). If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
Note
It seems that the stopping and derailing is mainly caused by the minecarts on neighbouring tracks; the stopped minecarts can begin to run again after being passed by a minecart on the neighbouring track, and sometimes minecarts change direction after being passed by a minecart on the neighbouring track.
In situations that only one minecart is present, the bug had also been witnessed before, but it in average took a very long time to reproduce, so I cannot be certain about this.
Minecarts stop or derailspontaneously on curves.Minecarts stop or derail on curves of tracks.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using other types of minecarts, the bug also happened: the minecarts can suddenly stop, jump onto neighbouring tracks, or jump out of the track.
How to reproduce
- The bug are easy to be reproduced on multiple minecarts that run on different circular tracks placed like concentric rings (e.g. 2019-07-01_17.35.37.png). If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
Note
It seems that the stopping and derailing is mainly caused by the minecarts on neighbouring tracks; the stopped minecarts can begin to run again after being passed by a minecart on the neighbouring track, and sometimes minecarts change direction after being passed by a minecart on the neighbouring track.
In situations that only one minecart is present, the bug had also been witnessed before, but it in average took a very long time to reproduce, so I cannot be certain about this.
The bug
While a minecart is supposed to be moving ceaselessly on a track which includes powered rails in it, it occasionally stops or derails on curves of the track in some situations.
2018-06-30_15.04.00.png
shows one situation, the three hopper minecarts in the picture were on different tracks before the bug happens. In other tests using other types of minecarts, the bug also happened: the minecarts can suddenly stop, jump onto neighbouring tracks, or jump out of the track.
How to reproduce
- The bug are easy to be reproduced on multiple minecarts that run on different circular tracks placed like concentric rings (e.g. 2019-07-01_17.35.37.png
). If we use () to represent a circular track, (()()) and ((())) are both able to reproduce the bug. Minecarts on unconcentric circular tracks like ()()() can reproduce the bug as well, but it will be harder. (On ((())) tracks, the bug can happen quite frequently.)
Note
It seems that the stopping and derailing is mainly caused by the minecarts on neighbouring tracks; the stopped minecarts can begin to run again after being passed by a minecart on the neighbouring track, and sometimes minecarts change direction after being passed by a minecart on the neighbouring track.
In situations that only one minecart is present, the bug had also been witnessed before, but it in average took a very long time to reproduce, so I cannot be certain about this.
The bug still exists. I've been being disturbed by this from Minecraft 1.8 to 1.12.2.
As
isshown in the pictures below. Perhaps Mojang considers this release as 1.13-pre11.
As are shown in the pictures below. Perhaps Mojang considers this release as 1.13-pre11
.
As
areshown in the pictures below. Perhaps Mojang considers this release as 1.13-pre11.
As is shown in the pictures below. Perhaps Mojang considers this release as 1.13-pre11
.
View distance inoutputis different with view distance in gameView distance in console is different with view distance in game
As is shown in the pictures attached, the view distance in the
outputis two less than the view distance set in the game. (What I did in inoutput_changing.png in the game is setting the view distance to 17 and then setting back to 16.)The actual view distance seems to be the number set in the game: reducing it to 2 and then gradually increasing it to 5 makes the viewable chunks gradually spread, but in the
output, changing 2 to 3 and then to 4 outputs nothing (changing 4 to 5 outputs 'Changing view distance to 3, from 2').As is shown in the pictures attached, the view distance in the console is two less than the view distance set in the game. (What I did in inoutput_changing.png in the game is setting the view distance to 17 and then setting back to 16.)
The actual view distance seems to be the number set in the game: reducing it to 2 and then gradually increasing it to 5 makes the viewable chunks gradually spread, but in the console, changing 2 to 3 and then to 4 outputs nothing (changing 4 to 5 outputs 'Changing view distance to 3, from 2').
Foxes don't getpotion effects after eating spider eyes and golden applesFoxes don't get buffs from foods
Foxes are not poisoned after eating a spider eye
andare not positively buffed after eating a (enchanted) golden apple.Foxes are not poisoned after eating a spider eye, are not positively buffed after eating a (enchanted) golden apple, etc.
Foxes don't getbuffs from foodsFoxes don't get effects from foods
If one uses command to create a bow with power level more than 255, for example, Enchantments: [\{lvl:15000s,id:"power"}] , and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
If one uses command to create a bow with power level more than 255, for example, Enchantments: [\{lvl:15000s,id:"power"}] , and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
If one uses command to create a bow with power level more than 255, for example,
Enchantments:[\{lvl:15000s,id:"power"}] , and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).If one uses command to create a bow with power level more than 255, for example, Enchantments: \\{lvl:15000s,id:"power"} , and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
If one uses command to create a bow with power level more than 255, for example, Enchantments: \\{lvl:15000s,id:"power"} , and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
If one uses command to create a bow with power level more than 255, for example, "tag:{*Enchantments:[
{lvl:15000s,id:"power"}|file://%7blvl:15000s,id:%22power%22/%7D]}"*, and then uses this bow with "Power enchantment.level.15000" to shoot an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
If one uses command to create a bow with power level more than 255, for example, "tag:{*Enchantments:[
{lvl:15000s,id:"power"}
|file://%7blvl:15000s,id:%22power%22/%7D]}"*, and then uses this bow with "Power enchantment.level.15000" toshootan arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).If one uses command to create a bow with power level more than 255, for example, {lvl:15000s,id:"power"}, and then uses this bow with "Power enchantment.level.15000" to fire an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
Power enchantment levelmore than255 has no actual effectPower enchantment level above 255 has no actual effect
If one uses command to create a bow with power level
more than255, for example, {lvl:15000s,id:"power"}, and then uses this bow with "Power enchantment.level.15000" to fire an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).If one uses command to create a bow with power level above 255, for example, {lvl:15000s,id:"power"}, and then uses this bow with "Power enchantment.level.15000" to fire an arrow, the "damage" NBT of the arrow would be 130.0d(corresponding to power level 255) but not (2.5 + 15000 * 0.5) = 7502.5d (corresponding to power level 15000).
Fu Chunhao, the ticket is your's now, update at your need.
Requesting ownership of this issue, as Fu Chunhao has not updated it since February of 2020.







This issue exists in 1.12.2 as well, especially when entering a saved world.
Please reopen this issue, it still exists in the newest versions like 1.12+.
It's a kind of animal
Any natural living beings can be poisoned if the poison is enough toxic.
I think spiders have immunity to poison has its reason. In Minecraft, they are unrealistically large and appear on the land when darkness comes; therefore they're more similar to some kind of mutated spiders. But pufferfish are natural.
In fact, this bug is not as trivial as it seems. We usually use hopper minecarts to collect things that are produced by automatic farms, but the existence of this bug means that sometimes the machine will stop functioning or not function completely for no reason, and it's quite annoying to restart the minecarts again and again.
It was my fault that I didn't search very carefully and try every possible key word before creating this issue... Please mark this as duplicated.
Confirmed for 1.13.1-pre2.
Still an issue in 1.13.1 release.
This should not be marked as duplicate:
MC-47699is talking about Blaze seeing through walls, whereas this ticket is talking about Blaze's fireballs going through walls.And I can confirm that this is still an issue in 1.12+ and 1.13+: the fireballs go through walls and are able to hurt the player. Please reopen this ticket. @[Mod] Michael Wobst
Can confirm for 1.13.2 release and 1.14 snapshot 18w43c.
Can confirm for 1.13.2.
In 1.13.2 the fps drops to 3- on my computer when lots of mobs are falling down and dying (killing them by hand won't cause the fps drop), which is unimaginable in 1.12.2. Turning particles to minimal seems to be the only solution now.
Can confirm for 1.13.2.
Perhaps this bug is somehow related to MC-80895, for the latter is also able to be caused by collisions on curves of tracks.
@Curtis Stofer, even if the derailing is intended, the minecarts still behave abnormally: in some situations they stop rather than derail, and it seems that the derailing is affected by other minecarts on neighbouring tracks.
I personally hope that this is going to be a feature but not a bug: it makes building redstone machines in the nether much more convenient since zombie pigmans will not be able to spawn. I don't think it's necessary for mobs to be able to spawn on redstone components.
Recently I found that when the console outputs 'Received passengers for unknown entity', the game stutters. It's really annoying and unpleasant when this happens a lot (sometimes it can happen every half minute on average). The game version is 1.13.2.
Can confirm for 1.13.2.
@Yellow01 But dogs are not neutral mobs. I've separated dogs from (untamed) wolfs in the description.
@Yellow01 I know technically they're still wolfs, but after all they're not that 'neutral'. In single-player worlds, they will never attack the player and are therefore 100% friendly.
BTW, no matter this is a bug or not, it's quite useless and disturbing in my opinion ._.
Can confirm for 1.13.2 for boats. (Others not tested.)
I think this bug is not completely fixed. Just now in 19w02a, after a few waves, the raid boss bar stopped increasing and got stuck (like ■■□□□□□□□□); then when I tried to summon a vindicator in the village, the game immediately crashed. And now the game crashes when I try to enter this world.
The crash report shows it's a 'Ticking entity' error.crash-2019-01-13_19.33.48-server.txt
And the fact that foxes in Minecraft eat poisonous foods is strange as well...
@robbage
No, this works fine before Minecraft 1.16.
For command players this is rather important sometimes. For example, if one wants to track from which designed bow an arrow comes from in vanilla, an survival-unachievable power enchantment on the bow seems to be the only approach: one can classify bows by giving them different (high-level) power enchantments, which makes the arrows coming out from bows have a special "damage" NBT value corresponding to their bow types, and then repeated commands can be used to do things about the arrows (of course including changing the "damage" value back when things are done).