Lutzee
- lutzee
- lutzee
- Europe/London
- Yes
- No
Slimes appear to struggle to jump on slime blocks...
Especially when spawned on top of them.
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PC/Mac
Mod NoticeSeems to be caused by ByteFence, removing it fixes it.
For Windows 10:
1. Open or Click Start Menu.
2. Choose the Settings menu to display all contents.
3. Select and click on System.
4. Under System menu, please click on Apps and features.
5. Select ByteFence from the list.
7. Click on Uninstall button to get ByteFence off.For Windows 8 Users
1. Click on bottom left corner of the screen.
2. Click on Control Panel..
3. Click Uninstall a Program.
4. Select ByteFence from the list and click Uninstall button.For Windows 7, Windows Vista or Windows XP
1. Click on Start menu, then Control Panel.
2. Double-click Add or Remove Programs.
3. In the ‘Currently Installed Programs’ window, select ByteFence and then click Change/Remove.Example of issue http://paste.ubuntu.com/23950125/
xml seems to be client-1.7.xmlHJT reports: http://paste.ubuntu.com/23950156/ http://paste.ubuntu.com/23950162/
Seems like each player is getting a different message, got 8 people right now with the same one in IRCRestarting the launcher sometimes gives a different file
Mod NoticeSeems to be caused by ByteFence, removing it fixes it.
For Windows 10:
1. Open or Click Start Menu.
2. Choose the Settings menu to display all contents.
3. Select and click on System.
4. Under System menu, please click on Apps and features.
5. Select ByteFence from the list.
7. Click on Uninstall button togetByteFenceoff.For Windows 8 Users
1. Click on bottom left corner of the screen.
2. Click on Control Panel..
3. Click Uninstall a Program.
4. Select ByteFence from the list and click Uninstall button.For Windows 7, Windows Vista or Windows XP
1. Click on Start menu, then Control Panel.
2. Double-click Add or Remove Programs.
3. In the ‘Currently Installed Programs’ window, select ByteFence and then click Change/Remove.Example of issue http://paste.ubuntu.com/23950125/
xml seems to be client-1.7.xmlHJT reports: http://paste.ubuntu.com/23950156/ http://paste.ubuntu.com/23950162/
Seems like each player is getting a different message, got 8 people right now with the same one in IRCRestarting the launcher sometimes gives a different file
Mod NoticeSeems to be caused by ByteFence, removing it fixes it.
For Windows 10:
1. Open or Click Start Menu.
2. Choose the Settings menu to display all contents.
3. Select and click on System.
4. Under System menu, please click on Apps and features.
5. Select ByteFence from the list.
7. Click on Uninstall button to remove ByteFence.For Windows 8 Users
1. Click on bottom left corner of the screen.
2. Click on Control Panel..
3. Click Uninstall a Program.
4. Select ByteFence from the list and click Uninstall button.For Windows 7, Windows Vista or Windows XP
1. Click on Start menu, then Control Panel.
2. Double-click Add or Remove Programs.
3. In the ‘Currently Installed Programs’ window, select ByteFence and then click Change/Remove.Example of issue http://paste.ubuntu.com/23950125/
xml seems to be client-1.7.xmlHJT reports: http://paste.ubuntu.com/23950156/ http://paste.ubuntu.com/23950162/
Seems like each player is getting a different message, got 8 people right now with the same one in IRCRestarting the launcher sometimes gives a different file
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Whatever they did in prerelease 6 for 1.13 messed up the font on my client(see picture)
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Moderator NoteHeadless installations of java are not supported for running the client. Ensure that you are using your distributions full installation of the OpenJDK 8 Java Runtime Environment
You can check to see if you have a headless installation of java on debian based distro's using:
dpkg -l | grep openjdkIf the output contains the word headless then you will need to install the full JRE, normally:
sudo apt-get install openjdk-8-jreIf you are not on a Debian based distribution, please refer to your distributions documentation for checking what Java package you have installed
SOLVED, I had to comment out a line referring to the accessibility tools.
When i try to launch versions under 1.13, the launcher crashes after a few seconds.I believe this is the error part:
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 915, error_code 182 (GLXBadWindow), request_code 155, minor_code 32 (X_GLXDestroyWindow)
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 919, error_code 3 (BadWindow (invalid Window parameter)), request_code 4, minor_code 0 (X_DestroyWindow)
[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Process closed with exit code 0[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Exception in thread "main" java.awt.AWTError: Assistive Technology not found: org.GNOME.Accessibility.AtkWrapper
at java.awt.Toolkit.loadAssistiveTechnologies(Toolkit.java:807)
at java.awt.Toolkit.getDefaultToolkit(Toolkit.java:886)
at org.lwjgl.LinuxSysImplementation.<clinit>(LinuxSysImplementation.java:50)
at org.lwjgl.Sys.createImplementation(Sys.java:131)
at org.lwjgl.Sys.<clinit>(Sys.java:116)
at bib.I(SourceFile:2825)
at net.minecraft.client.main.Main.main(SourceFile:38)[0731/141215:INFO:ClientHandler.cpp(149)] Shutting down!
Moderator NoteHeadless installations of java are not supported for running the client. Ensure that you are using your distributions full installation of the OpenJDK 8 Java Runtime Environment
You can check to see if you have a headless installation of java on debian based distro's using:
dpkg -l | grep openjdkIf the output contains the word headless
then you will need to install the full JRE, normally:sudo apt-get install openjdk-8-jreIf you are not on a Debian based distribution, please refer to your distributions documentation for checking what Java package you have installed
SOLVED, I had to comment out a line referring to the accessibility tools.
When i try to launch versions under 1.13, the launcher crashes after a few seconds.I believe this is the error part:
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 915, error_code 182 (GLXBadWindow), request_code 155, minor_code 32 (X_GLXDestroyWindow)
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 919, error_code 3 (BadWindow (invalid Window parameter)), request_code 4, minor_code 0 (X_DestroyWindow)
[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Process closed with exit code 0[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Exception in thread "main" java.awt.AWTError: Assistive Technology not found: org.GNOME.Accessibility.AtkWrapper
at java.awt.Toolkit.loadAssistiveTechnologies(Toolkit.java:807)
at java.awt.Toolkit.getDefaultToolkit(Toolkit.java:886)
at org.lwjgl.LinuxSysImplementation.<clinit>(LinuxSysImplementation.java:50)
at org.lwjgl.Sys.createImplementation(Sys.java:131)
at org.lwjgl.Sys.<clinit>(Sys.java:116)
at bib.I(SourceFile:2825)
at net.minecraft.client.main.Main.main(SourceFile:38)[0731/141215:INFO:ClientHandler.cpp(149)] Shutting down!
Moderator NoteHeadless installations of java are not supported for running the client. Ensure that you are using your distributions full installation of the OpenJDK 8 Java Runtime Environment
You can check to see if you have a headless installation of java on debian based distro's using:
dpkg -l | grep openjdkIf the output only contains the word openjdk-8-jre-headless and does not contain openjdk-8-jre then you will need to install the full JRE, normally:
sudo apt-get install openjdk-8-jreIf you are not on a Debian based distribution, please refer to your distributions documentation for checking what Java package you have installed
SOLVED, I had to comment out a line referring to the accessibility tools.
When i try to launch versions under 1.13, the launcher crashes after a few seconds.I believe this is the error part:
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 915, error_code 182 (GLXBadWindow), request_code 155, minor_code 32 (X_GLXDestroyWindow)
[0731/141211:WARNING:x11_util.cc(1404)] X error received: serial 919, error_code 3 (BadWindow (invalid Window parameter)), request_code 4, minor_code 0 (X_DestroyWindow)
[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Process closed with exit code 0[0731/141215:INFO:GameCallbacks.cpp(193)] launcher/launcher (main) info Exception in thread "main" java.awt.AWTError: Assistive Technology not found: org.GNOME.Accessibility.AtkWrapper
at java.awt.Toolkit.loadAssistiveTechnologies(Toolkit.java:807)
at java.awt.Toolkit.getDefaultToolkit(Toolkit.java:886)
at org.lwjgl.LinuxSysImplementation.<clinit>(LinuxSysImplementation.java:50)
at org.lwjgl.Sys.createImplementation(Sys.java:131)
at org.lwjgl.Sys.<clinit>(Sys.java:116)
at bib.I(SourceFile:2825)
at net.minecraft.client.main.Main.main(SourceFile:38)[0731/141215:INFO:ClientHandler.cpp(149)] Shutting down!
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My friend recently remade our old vanilla server. We imported the old 1.9 world and he tried to optimize it before updating it to 1.13 but it failed. We got it to 1.13 anyways and sand that fell underwater would warp, jitter, and become invisible. We could both see it, and I recorded a
[video of it(sorry for the weird format I'm not good at video editing). I had been working above ground and sand was fine, and I couldn't replicate it in my single player copy of almost the same world. Since the major difference between my singleplayer world and the server world was the optimization I feel like that's part of the issue. We made a new 1.13 map and sand behaves normally. My singleplayer world had first been updated from 1.9 to 1.12 and then the snapshots and then 1.13.My friend recently remade our old vanilla server. We imported the old 1.9 world and he tried to optimize it before updating it to 1.13 but it failed. We got it to 1.13 anyways and sand that fell underwater would warp, jitter, and become invisible. We could both see it, and I recorded a video of it(sorry for the weird format I'm not good at video editing). I had been working above ground and sand was fine, and I couldn't replicate it in my single player copy of almost the same world. Since the major difference between my singleplayer world and the server world was the optimization I feel like that's part of the issue. We made a new 1.13 map and sand behaves normally. My singleplayer world had first been updated from 1.9 to 1.12 and then the snapshots and then 1.13.
My friend recently remade our old vanilla server. We imported the old 1.9 world and he tried to optimize it before updating it to 1.13 but it failed. We got it to 1.13 anyways and sand that fell underwater would warp, jitter, and become invisible. We could both see it, and I recorded a video of it(sorry for the weird format I'm not good at video editing). I had been working above ground and sand was fine, and I couldn't replicate it in my single player copy of almost the same world. Since the major difference between my singleplayer world and the server world was the optimization I feel like that's part of the issue. We made a new 1.13 map and sand behaves normally. My singleplayer world had first been updated from 1.9 to 1.12 and then the snapshots and then 1.13.
Video demonstrating the issue: https://www.youtube.com/watch?v=RdsTP4y6VYw
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Mob AIignoring cactus, magma blocks, lava and firewhen randomly walking around/not fleeing when hit by themMob AI damage dealing blocks when randomly walking around/not fleeing when hit by them
In version 14w18b and older mobs (both friendly and hostile) ignores fact that they are being hit again and again cactus!
For example, I was a.f.k. in my survival world for 15 minutes and that was enough to make entire village suicide using my cactus wall!
I guess that is because cactus' damage is neutral, like fire / poison / suffocating damage.
Damage dealing blocks include: cactus, magma blocks, lava and fire
This issue covers random walking AI and fleeing AI only, pathfinding, like a zombie trying to follow a villager, will not run into cactus (if correct, need to test later) or magma blocks.
Mob AI ignoring damage dealing blocks when randomly walking around/not fleeing when hit by them
In version 14w18b and older mobs (both friendly and hostile) ignores fact that they are being hit again and again cactus!
For example, I was a.f.k. in my survival world for 15 minutes and that was enough to make entire village suicide using my cactus wall!
I guess that is because cactus' damage is neutral, like fire / poison / suffocating damage.
Damage dealing blocks include: cactus, magma blocks, lava
andfire
This issue covers random walking AI and fleeing AI only, pathfinding, like a zombie trying to follow a villager, will not run into cactus (if correct, need to test later) or magma blocks.
In version 14w18b and older mobs (both friendly and hostile) ignores fact that they are being hit again and again cactus!
For example, I was a.f.k. in my survival world for 15 minutes and that was enough to make entire village suicide using my cactus wall!
I guess that is because cactus' damage is neutral, like fire / poison / suffocating damage.
Damage dealing blocks include: cactus, magma blocks, lava, fire, wither rose
This issue covers random walking AI and fleeing AI only, pathfinding, like a zombie trying to follow a villager, will not run into cactus (if correct, need to test later) or magma blocks.
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Was just playing around with the pandas, so I fed them...But then, they were moving while they were eating, I'm not really sure if this is a problem but just incase.
I was just trying the new features of 1.14's snapshot and voila.
Not very important bug but still needs to be fixed.
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18w43a - This issue has now gotten worse in 18w43a, appears to happen a lot more frequently
This report only covers totally invisible mobs. (No distortions or partially invisible). Entities seem to become invisible in several ways in 1.8. In this report one of the ways are described. If any of these things listed below applies to what you are seeing, this is probably the right place, if not then you should probably look in the "related to" list below for the bug you are seeing:
- It is affected by draw distance.
- It happens only in or close to always loaded chunks (Spawn chunks or chunks loaded by chunkloaders or portals)
- It affects most entities, but not items just laying on the ground.
(Any the above alone is enough)The reason that the other related bugs are not covered here is that they are not reproduced in the same way and they don't overlap much from a testing point of view, so it would be confusing to mix them together. However some of the other bugs around are probably heavily related to this one so in case of a fix, they should probably all be looked through. (Things turning invisible)
Note: Due to recent merge with
MC-66683and also that I got to take over this report, the description here does not yet cover everything. It also needs some cleaning up. This however will be fixed soon. Until then most of the important parts are copied in here, but be sure to have a look at that report if you need extra info. Just make sure to post comments here to get everything in the same place.General info
- Mobs and most other entities become invisible, but will still make sounds and can in some cases be interacted with.
- The issue covered here is only about mobs becoming totally invisible under certain conditions. It does not cover distorted or partially invisible mobs.
Conditions for it to occur
- The entity needs to be loaded in the world while still be out of render distance and can never get unloaded, between the time you leave the area until you come back, for this to occur.
- It happens using lower render distance settings (2-5) with it being easier to reproduce the lower the render distance is set to.
- Happens in constantly loaded chunks. (Either spawn chunks or chunks kept loaded by chunkloaders)
Affected entities
Most entities are affected by this including:
- Any creature or mob
- XP orbs (invisible but I can still pick them up)
- Empty and filled item frames
- Boats and any type of minecart
- Armor stand
However it seems, from the tests done so far, that items on the ground does not become invisible.
Reproduce
This issue is easy to reproduce and is still present in the current release (1.8).
Here is a video of this being reproducedTo reproduce this, follow these simple steps (originally described in
MC-66683):
- Spawn a new world, preferably superflat so that it is easier to see, and at the exact point you spawn, place an armor stand. Record those coordinates. Set your render distance to smallest (2). (Further testing shows that render distance 2 to 5 all cause this issue if the player moves 100 blocks away and back)
- Travel exactly 100 blocks in any direction, and remember those coordinates. Place another armor stand there.
- Return exactly 100 blocks back in the direction of the first armor stand to find that it is gone.
- Teleport to the armor stand(s) (for example: /tp @e[name=Bob] or /tp @e[type=ArmorStand,c=-1]) to see that the armor stands are indeed still present but completely invisible. (Also teleport to item frames/paintings to see that they are present but completely invisible.)
- Travel exactly 100 blocks back to the second armor stand to find that it too is gone.
- Teleport to the armor stand(s) (for example: /tp @e[name=Bob] or /tp @e[type=ArmorStand,c=-1]) to see that the armor stands are indeed still present but completely invisible. (Also teleport to item frames/paintings to see that they are present but completely invisible.)
- Exit out of the world and enter it again and the armor stands/item frames/paintings reappear.
- (Optional) Test with traveling more than 100 blocks from spawn, placing armor stands every 100 blocks. You may find that upon returning to the first armor stand, it is still visible, but then repeating step 1 to 4 causes it to disappear again.
Further Testing:
- Create chunk loaders and spread them in any way you like. Make sure you make entity processing chunks by surrounding a chunk with 2 layers of chunks.
- Repeat the very first test's procedures, placing the armor stands/paintings/item frames inside the entity processing chunks.
Further Notes: I tested this with putting one armor stand at the exact point I spawned in a new world. Then I moved 100 blocks away and placed another and kept doing this. At some point, if I move too far out then fly back to spawn, the original ones are visible still. However, if I continue and follow the test procedures again and move only 100 blocks out, they disappear again.
More notes and further testing (copied from
MC-66683)Mobs are also disappearing when the player moves away from them, but the distance the player must move from them is different. From my tests I found them to be disappearing upon moving approximately 60 blocks away and coming back to them. It seems also to only occur in always loaded chunks, but of the lazy chunk variety.
To test this:
- Create a new world, superflat is preferred to see what is occuring. Set your render distance to 2.
- /summon <mob> ~ ~ ~ {NoAI:1b}
- Move exactly 50 blocks straight in any direction.
- /summon <mob> ~ ~ ~ {NoAI:1b}
- Move 60 blocks further in the same direction.
- /summon <mob> ~ ~ ~ {NoAI:1b}
- Move 60 blocks back in the opposite direction to return to second mob. /tp @e[type=<mob>,r=10] to see that it is indeed still there but invisible.
- Move 60 blocks in the original direction to find that third mob is still there.
- Move 60 blocks back in the opposite direction to find mob is still invisible. Continue 50 more blocks to first mob to find that it is still there.
- Exiting and entering the world will make invisible mob visible again. Note: dropped items do not seem to have this problem.
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Happens when level.dat becomes corrupt/updating a flat map to a newer version of the game
You need to update your graphics card drivers, you should download them from your graphics card manufaturers website, if you need more help, go here http://webchat.esper.net/?channels=minecrafthelp and ask, you will recieve further help there before too long
The older the PC the much more likely you will get errors, there's a lot of people who still use old XP machines with such problems.. Also minecraft has nothing to do with directX it goes no where near it.
This is a known issue that will be fixed in the next update, there will be a snapshot released later today(unknown time) with a fix.
Also duplicate of MC-872
This issue is a problem with what seems to be int the Nvidia 600 series graphics drives in multiple versions the reportee has visited the minecraft help IRC and we are unable to find a version of the nvidia drivers that will work
The JRE crash can be found here:
http://pastebin.com/Q77zTqCP
And the users DxDiag report can be found here:
http://pastebin.com/0k1f1CVL
This is most likely have to be scaled up and reported to lwjgl though if there is any driver options that need changing please share.
Lutzee
#Minecrafthelp IRC support
Confirmed.
Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45453- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Confirmed, attached crash report
This is a duplicate of
MC-47427Incomplete without a crash report from (minecraft/crash-reports/crash-<DATE>-client.txt). Please attach it so that we can diagnose your issue.
Duplicate of
MC-47427Confirmed
Duplicate of
MC-47427Duplicate of
MC-47427Duplicate of
MC-47427Confirmed
The crashes stack trace is the same as the other issue, meaning that it was the same issue in the code that caused the crash, and hence has been fixed.
Duplicate of
MC-47427This issue is marked as fixed and will be available in the next snapshot update.
Duplicate of
MC-47469Duplicate of
MC-46560Duplicate of
MC-47513As mentioned please use Java 7 (1.7) as minecraft is not supported under Java 8 (1.8)
Duplicate of
MC-47448Duplicate of
MC-47542(your friend/brother/etc? If so only one report needs to be made for an issue)Also please do not mark future versions as affected, you do not have access to these versions yet!
Duplicate of
MC-47459- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-47427- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-45773- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-47428- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Duplicate of
MC-47427- If you have not, please use the search function in the future, to see if your bug has already been submitted. If you could not find the original report, please comment with the keywords you searched for.Cannot reproduce.
Confirmed and reproduced.
Affects 0.9.0 Build 3
Reproduced on my Nexus 5.
This is still marked as a bug, regardless of what the wiki says the behaviour was not intentional and the wiki should be changed accordingly.
Jame, mojang.com is a blog, the very bottom of mojang.com currently is the blogpost for the snapshot 15w44b which is correct for that specific post.
The Yggdrasil authentication endpoint only responds on HTTPS, so the unhashed password is sent to the server over an encrypted channel. Hashing the password client side negates the whole point of hashing as the hashed password just 'becomes' the password in the database. At this point if the database is ever compromised you can authenticate as anyone by sending the hashes stored in the compromised database to the server and it will compare the compromised hash to the database, match them and you're in to the account. By restricting the hashing to the server side you have to provide the actual password the user chose to authenticate.
Additionally if you hash the password client side and server side the client side is essentially redundant extra work. If you send the client side hash unencrypted to the server you can just capture that and authenticate with that. If you send it in an encrypted channel why bother hashing in the first place? If the encrypted channel is breached they can still use the already hashed password to authenticate with just like if they captured the real password from the encrypted channel.
So from that if an '/authenticatehash' endpoint is created you would have to store both a server side only hash of the password and either a client side hash of the password which is then essentially plain text or the hash of the client side hash just to support both '/authenticate' and '/authenticatehash'.
I hope this has cleared things up.
No the passwords ARE stored hashed, the authentication server will hash them when it receives them from the client.
To MITM the HTTPS connection you'd have to be either locally on the PC that the person is entering the password on (at which point you may as well key log the password at the same time), or be able to redirect the client to point to a different end point, you have to do that before the connection reaches the internet on the same local network as the client PC. Before the client even sends any data to the server it has to be able to trust the server that it is who it says it is. It does this by checking the servers SSL certificate against a trusted certificate authority and if it doesn't match the connection fails. You can fake this on a local network by using a self signed certificate for the fake end point and having the fake certificate installed onto the PCs trusted certificate list but again this requires access to the local PC at some point. The only way to MITM a HTTPS connection to a different end point without inserting a fake certificate is to have a real copy of the certificate and the public and private keys for the certificate, the latter of which is stored in a secure place on Mojang's servers.
Now in the rare case that you do succeed with a MITM no amount of hashing the password will protect your target. If you MITM a hash you don't need the original password to authenticate because you already have it hashed, you send the hash again to authenticate as the hash doesn't change. Server responds that the hash matches what it has stored (whether it is hashed again or not) and passes your authentication.
At the end of the day the whole point of hashing the password in the database is to protect the passwords in the database from being compromised. You can't send a hashed password gained from a database back to the authentication end point as the authentication end point will first hash that password and it will fail to match. You'd have to first brute force the original password back from the database hash and if the correct hashing algorithm is used for which I don't doubt Mojang is using brute force impossible in time frames you have available. If you want I can talk about how this works.
Consensus from other moderators is that this is indeed invalid as the password is perfectly secure being sent over a HTTPS connection.
Hi there, we don't expect you to know the difference and such error logs as the one you have received is not easy to understand. It has just occurred to me that the technical support chat listed in Galaxy_2Alex's comment isn't clearly identified, you want to use the community support chat to get technical support for your issue. The helpers over there are really good at what they do and should be able to help you diagnose and fix the issue. Please take note that the chat is made up of volunteers and that someone may not be around immediately to help you, if you don't get a response within 20 minutes either ask again or try again in a few hours.
I'd also like to point out the Mods and Helpers here are also just volunteers giving their own time to help out with the game we love and enjoy.
This is an official site ran by Mojang but managed by volunteers. This is where the developers keep track of the issues currently within the game but as there is so much activity here they do not have time to read every issue raised by the community. Currently only 8% of issues created on here are actually valid issues within the game. There is simply too much for the developers to work out which is valid and which isn't, that is why we do it for them so they can concentrate their time actually fixing issues and adding more content.
Duplicates
MC-107392Duplicates
MC-107148Duplicates
MC-107405Duplicates
MC-107392Duplicates
MC-107392Duplicate of
MC-107458Duplicate of
MC-107392Duplicate of
MC-107392Only the developers assign tickets and they only do it when they start work on it. It will get fixed and they are aware of this issue.
Duplicate of
MC-107392Duplicate of
MC-107392Duplicate of
MC-107392Duplicate of
MC-107392Duplicate of
MC-107392Duplicate of
MC-107392Duplicate of
MC-107501Duplicate of
MC-107148Duplicate of
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MC-107392Duplicate of
MC-107392Duplicate of
MC-107392Do not mark issues as private unless they pose a legitimate security risk within the game. Game crashes are not problems that require them to be marked as private.
Additionally this is a duplicate of
MC-107392which has already been fixed in later snapshots. Please use the search function to see if the issue has already been reported and make sure that its still an issue in the latest snapshots first.Just for completeness sake, can someone upload a crash report for this issue.
Please do not mark issues as private unless they pose a valid security risk.
We are not currently accepting bug reports for the new launcher on the bug tracker, this will be available when a full release is made available.
Having said that they are aware of this issue.
This ticket is incomplete. Please review the guidelines before reporting issues.
For technical support please use the Mojang Support Center.
Please do not mark issues as private, unless your bug report is an exploit or contains information about your username or server.
This is expected behaviour, if you run as root under linux then you gain all of the root users default environment variables, which sets the current home folder (~) to /root, while on the subject, I highly advise that you do not run the game as root, there is no reason at all to do it.
I'm just going to step in to make some observations. First Mojang has no reason to support 3rd parties but they are graceful enough to do so, this however does not mean the support for this is official in any way. This bug tracker and the issues in it are for issues regarding the official game. Any issues regarding 3rd party interactions with the game or parts of the game (including the launcher) are out of scope for this bug tracker. Mojang has no responsibility to test issues against 3rd party applications before releases.
ParkerMc if you can still reproduce yourself it may be an issue lower down and not directly related to minecraft. If you have a compositor running I suggest you disable it and test again, if not then it may be an issue with somewhere between lwjgl (the graphics library used by minecraft) and the graphics drivers, unfortunately these issues are hard to resolve directly.
Hi Guys, Dinnerbone is aware of this issue and is actively working on fixing it, he will be rolling back to a previous release shortly so please give ~30 minutes from this message before trying again.
Duplicate of
MCL-5646, please see my comment there on the status of this issue.Duplicate of
MCL-5646, please see my comment there on the status of this issue.Duplicate of
MCL-5646, please see my comment there on the status of this issue.Your issue has been resolved as invalid as you have not provided enough information about the problem you are experiencing. Also please do not create private issue unless you are certain your issue pertains to a vulnerability.
Likely actually an issue rather than a generic OOM exception. This appears to be an issue with lighting updates, especially in places like jungles/the nether. Currently waiting for the bug owner to upload his world.
Video demonstrating the issue clearly shows there is a problem, reopening.
Thank you for your report!
However, this issue is Working as Intended.
The report you have submitted is working as intended, mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.
Full Version History – Snapshot Version History – Feature Requests and Suggestions
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Thank you for your report!
However, this issue is a Duplicate of
MC-131360.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of
MC-93892.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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This issue has been closed as a Duplicate of
MC-132919.Try updating your graphics driver. Your current driver is more than 2 years old. Other than that your computer doesn't meet the minimum requirements to run this software.
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Fixed, next expires on 22nd November 2019
Appears to now be localised on german, french, and spanish sites, assuming fix is implemented on all languages
Thank you for your report!
However, this issue is a Duplicate of
MC-137457.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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HI, the new crossbow functions in 2 steps
1) you 'draw' it by holding the use key until it is fully drawn at which point you let go of the use key
2) you can then click the use key to fire
If this is not happening please update this report with further reproduction steps
Thank you for your report!
However, this issue is a Duplicate of
MC-137497.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of
MC-137497.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of
MC-137497.If you have additional information, please add it to that report.
I'm aware that this issue was created first, however
MC-137497contains a better description of the issueQuick Links:
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I'm sorry, I disagree from what I can see it is functioning as expected
Thank you for your report!
However, this issue is a Duplicate of
MC-54702.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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The image you added is broken, please upload a working screenshot
Thank you for your report!
However, this issue is Invalid.
You have posted a feature request or a suggestion. This site is for bug reports only.
For suggestions, please visit Minecraft Suggestions on Reddit.
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Thank you for your report!
However, this issue is a Duplicate of
MC-137457.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is Invalid.
Please put only one bug report in each ticket. It is very difficult to keep track of bugs when they are not in their own tickets, and it is easier for you to make multiple tickets than for the mods to separate them.
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Thank you for your report!
However, this issue is Invalid.
Feel free to create a new report if you can speak English.
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