Ian Carlson
- iyeru
- iyeru
- America/Chicago
- Yes
- No
When you take a mine cart ride and fall onto a mine cart track while flying over a solid block before said track (yet still landing on the track without touching the solid block ever) you will take fall damage later in the ride, often after you fall a distance again to another track (without touching solid blocks) or when you near the end of the current track. Evidence can be found in Hat Films' Epic Hatventure:
http://www.youtube.com/watch?v=1_xNbRppM48
It's been around since before 1.1. Similar bugs:
When you take a mine cart ride and fall onto a mine cart track while flying over a solid block before said track (yet still landing on the track without touching the solid block ever) you will take fall damage later in the ride, often after you fall a distance again to another track (without touching solid blocks) or when you near the end of the current track. Evidence can be found in Hat Films' Epic Hatventure:
http://www.youtube.com/watch?v=1_xNbRppM48
It's been around since before 1.1. Similar bugs:
Relates to 1.5 "Redstone Update"
http://www.youtube.com/watch?v=nfBVAexor3s (From 0:40 onward. If the video does not work, an attachment has been added to counter such removal.)
The attachment's "Sandstone" slabs are powered from a redstone torch underneath the stone block. Redstone torches cannot power half slabs.
Relates to 1.5 "Redstone Update"
http://www.youtube.com/watch?v=nfBVAexor3s (From 0:40 onward. If the video does not work, an attachment has been added to counter such removal.)
The attachment's "Sandstone" slabs are powered from a redstone torch underneath the stone block. Redstone torches cannot power half slabs.
What I expected to happen was...:
Half-slabs not carring signals via upward staggered placement (Shown in picture.)What actually happened was...:
Instead, the redstone current is sent up the staggered placement of half-slabs.Steps to Reproduce:
1. Look at attached image or see linked video above starting from 0:40
Game will hang if xscreensaver detects the mouse hasn't moved / etc. after a while, and suddenly triggers the screensaver. (Minecraft / OpenJDK doesn't throw a proper capture reference to the Operating System, hence why screensaver fired its trigger.)
Disabling screensaver for now in the meantime.
Basically as the title says. Game hangs (Doesn't crash.) How do I make an output log for this without having to open cmd.exe and having the game be cut off? Or piping the output in windows?
Server for twitch that's closest to me: Chicago, IL. (I live in Wisconsin.)
Using 1999 Kbps Default with 0.200 Bpp. I use even higher settings via OBS (Open Broadcasting Software) with 2500 or so Kbps, since I have 5000 Kbps Upload. (And 30000 Kbps Download.) I can stream 60 FPS on a game like Final Fantasy XIV: A Realm Reborn at 1080p for hours with those higher-than-minecraft settings (Even with lowest compression for OBS). So it must be a server-sided issue, or issue with JAVA.



This also happens with minecarts that travel over lava in the overworld and The End. it's a bug that's been around since before 1.4
Similar bug: https://mojang.atlassian.net/browse/MC-977
It happens from 10:50 to 13:40. Note that they die before their minecarts ever land. I can also make you a small map that has it without lava as to not confuse it with the other bug.
Problem being that this bug doesn't have any relation to lag client or server side in terms of network activity. Here's a video with JUST the issue:
http://www.youtube.com/watch?v=YiO9KzCSvbs
Make sure to watch the whole thing, as the first fall will not do damage. Subsequent falls WILL however BEFORE you actually fall with the Minecart. (Added a world download to the video.)
X = -97.4
Y = 69
Z = 172.1
for the start of the minecart track to test.
This doesn't happen with plains biomes. I'm in the process uploading a video showing that it will happen on almost every world generation. SOME island types will not have this issue. Also, you can spawn underwater and in rivers. And it's NOT always suffocation.
Edit: http://www.youtube.com/watch?v=p8eLjY4hNeE&hd=1 (Video - it may be 9+ minutes, but it's for each variation of the bug. May have to wait for HD to process.)
It happens in SSP as well, it doesn't happen on SMP only.
And yet, Mojang has no plans to fix it ever yet. (1.4.5 shows such it seems.) The bug shouldn't be simply named "Suffocation when spawning--" it should be "Player 'stuck' in blocks when spawning in newly created worlds."
Works on any stair position, items will keep velocity and [ some ] direction when bouncing:
http://www.youtube.com/watch?v=IR2EBUOaW5w
Seed -6805991508691440641 can/will spawn you in water after breaking the block you spawn in or on. The bug may be caused by improper spawn fixing / updating.
Video may relate:
http://www.youtube.com/watch?v=9KGT5DvVEa4
well, it's possible that the spawn was meant for right above the water, and that due to the bug here, the "fixed" spawn was in sand / whatever. When breaking the sand, the spawn reverted back to its "un-fixed" state. iirc, Jeb / etc. are still trying to fix all the water spawns. Some DO spawn you UNDER sea level though still, although rarer than over water spawns.
There is already code that handles players being pushed out of blocks. It still works too. For instance, if you put gravel or sand on top of you, and the game notices there's either half-slabs or air adjacent to you, it will push you out. Same goes for if you log out and come back in stuck in blocks (But again, half-slabs and air have to be adjacent. If it's solid walls on all four sides, then you're screwed. This is intended.)
Added a few things to make it "Clearer" even though it's exactly the same as it was before.
This is definitely a bug, when it breaks redstone logic.
Thread for it: http://www.minecraftforum.net/topic/1589446-mc-4118-half-slabs-allow-redstone-connections/
So it's not a suggestion either. How do you suppose I go about this then?
Made a modification request instead I guess:
http://www.minecraftforum.net/topic/1589558-request-redstone-realism/
@Jay Eff, the reason why freezing the player could be difficult is due to an SMP version of the same map. If you froze a player, you'd pretty much freeze all players for that half-second unless you specifically wrote the code to handle the random entity id that players are given when they login to the server. But it's more than just that, you'd have to check to see if the player has never logged into the server before now, so that this bug can actually happen, as it doesn't happen any subsequent time after your first generation.
If you want to argue that the server admin / creator is the only one who will end up with this problem, that's not enough to make it so that you SHOULD NOT write such code to handle ALL players. Because it can always happen in the future I'm sure.
Always make more food than what you really are making for, just in case.
Still exists in latest snapshot 13w05b.
Seed: Succubus (2013-02-03_18.03.11.png)
You shouldn't mark
MC-965as a duplicate, it's an earlier bug report.I forgot how to craft a blindness potion, as it isn't in creative inventory.
The one without blindness is a bit tricky though... I can only reproduce it without blindness by semi-submerging in lava... otherwise I get the overlay.
You don't need to be partially submersed in lava for the blindness method to work. Different bugs.
I have this on an AMD Radeon HD 7950 by Sapphire as well with 13.3
This happens if you press the inventory key the moment any sound is played. I can confirm it in 1.7.2 with OpenJDK on Linux.
This bug will turn into the same bug for TTV FRAME QUEUE and whatnot, but that's not possible with my specifications and internet speed. Something must be wrong with JAVA/Server if it's doing that, but OBS isn't. But just so you can turn this into an invalid bug, I'll give the log for you once it happens again. (It seems to be sporadic, and won't always happen.)
beacon pillar lights will disappear only if the beacon is not on screen (Or anywhere in the view of the rendering engine's frame where the player looks through from the real world), this is probably due to the whole cave rendering thing added in 1.8.
I closed the launcher then opened it again (without restarting my system) to get around the issue myself. But voting this up for having the issue.