not telling
- marioman63
- marioman63
- Europe/Stockholm
- Yes
- No
Put the summary of the bug you're having here
What I expected to happen was...:
terrain to generate as normalWhat actually happened was...:
on one world trees were cut in half vertically, and in another there were random chunks of ocean biome water inside forests and desertsSteps to Reproduce:
1. create a world (i was in creative with cheats on and large biomes. have not tried regular biomes or superflat.)
2. generate some terrain
3. most likely will find very conspicuous anomalies with the landscapeWhat I expected to happen was...:
terrain to generate as normalWhat actually happened was...:
on one world trees were cut in half vertically, and in another there were random chunks of ocean biome water inside forests and desertsSteps to Reproduce:
1. create a world (i was in creative with cheats on and large biomes. have not tried regular biomes or superflat.)
2. generate some terrain
3. most likely will find very conspicuous anomalies with the landscape
What I expected to happen was...:
terrain to generate as normalWhat actually happened was...:
on one world trees were cut in half vertically, and in another there were random chunks of ocean biome water inside forests and desertsSteps to Reproduce:
1. create a world (i was in creative with cheats on and large biomes. have not tried regular biomesorsuperflat.)
2. generate some terrain
3. most likely will find very conspicuous anomalies with the landscapeWhat I expected to happen was...:
terrain to generate as normalWhat actually happened was...:
on one world trees were cut in half vertically, and in another there were random chunks of ocean biome water inside forests and desertsSteps to Reproduce:
1. create a world (i was in creative with cheats on and large biomes. have not tried regular biomes. superflat with a biome attached to the custom data seems ok.)
2. generate some terrain
3. most likely will find very conspicuous anomalies with the landscape
What I expected to happen was...:
terrain to generate as normalWhat actually happened was...:
on one world trees were cut in half vertically, and in another there were random chunks of ocean biome water inside forests and desertsSteps to Reproduce:
1. create a world (i was in creative with cheats on and large biomes. have not tried regular biomes. superflat with a biome attached to the custom data seems ok.)
2. generate some terrain
3. most likely will find very conspicuous anomalies with the landscapedone in creative with cheats, large biomes, random seeds (seeds are in screenshots), and single player, no lan. superflat seems normal and have not tried with regular world generator.
If you look closely at the particles that appear when you dig blocks, they appear to be semi transparent, as you can see the cracking animation through the particles. The particles that appear when the block has completely "been dug" seem to be opaque. I do not remember this occurrence on any previous version of Minecraft. I took a screen with the default texture pack to show that it is not the texture pack's fault. Please ignore the "Minecraft wingdings", that is another bug that has been reported earlier.
java 7 update 21 64 bit, windows 7 professional 64 bit
i saw a few posts explaining how the staring sound persists if it plays while you try muting the sound, but that was reported in 1.4.6, well before the new sounds menu in the 1.7 snapshots. my issue is a bit different though:
how to reproduce:
1.turn the enemy mobs slider to 0%
2. stare at an enderman
3. notice how the sound effect for staring plays, but not
their angered screeches,ortheirpassive garbled words. the teleport sound also seems to be appropriately muted.i saw a few posts explaining how the staring sound persists if it plays while you try muting the sound, but that was reported in 1.4.6, well before the new sounds menu in the 1.7 snapshots. my issue is a bit different though:
how to reproduce:
1.turn the enemy mobs sound slider to 0%
2. stare at an enderman
3. notice how the sound effect for staring plays, but not any of their other sounds like teleporting, damage, passive and agressive noises (which is what should happen).
enderman stare sound still plays when the enemy mobs sound slider is at 0%
enemy monster sound slider is effecting sounds that it shouldn't be and not effecting sounds it should. some examples:
staring at an enderman still makes noise, even when slider is at "0%" (i reported this a few days ago, but it seemed to go unnoticed, so i am putting it here to try and keep these problems together)
as someone else reported, xp orbs get muted when said slider is at "0%"
the slider also appears to mute the sound played when picking items up from the ground (the pop sound).
another person reported that angry wolves still have sounds
enemy monster sound slider is effecting sounds that it shouldn't be and not effecting sounds it should. some examples:
staring at an enderman still makes noise, even when slider is at "0%" (i reported this a few days ago, but it seemed to go unnoticed, so i am putting it here to try and keep these problems together)
as someone else reported, xp orbs get muted when said slider is at "0%" from MC-31432
the slider also appears to mute the sound played when picking items up from the ground (the pop sound).
another person reported that angry wolves still have sounds
enemy monster sound slider is effecting sounds that it shouldn't be and not effecting sounds it should. some examples:
staring at an enderman still makes noise, even when slider is at "0%" (i reported this a few days ago, but it seemed to go unnoticed, so i am putting it here to try and keep these problems together)
as someone else reported, xp orbs get muted when said slider is at "0%" from MC-31432
the slider also appears to mute the sound played when picking items up from the ground (the pop sound).
another person reported that angry wolves still have sounds
enemy monster sound slider is effecting sounds that it shouldn't be and not effecting sounds it should. some examples:
staring at an enderman still makes noise, even when slider is at "0%" (i reported this a few days ago, but it seemed to go unnoticed, so i am putting it here to try and keep these problems together)
as someone else reported, xp orbs get muted when said slider is at "0%" (from MC-31432 )
the slider also appears to mute the sound played when picking items up from the ground (the pop sound).
enemy monster sound slider is effecting sounds that it shouldn't be and not effecting sounds it should. some examples:
staring at an enderman still makes noise, even when slider is at "0%" (i reported this a few days ago, but it seemed to go unnoticed, so i am putting it here to try and keep these problems together)
as someone else reported, xp orbs get muted when said slider is at "0%" (from MC-31432 )
the slider also appears to mute the sound played when picking items up from the ground (the pop sound).
if anyone else could do further testing on what is muted or not with this slider, it would be beneficial for everyone. last i checked, items and xp orbs are not enemy monsters, and endermen are. even though endermen are neutral, this slider mutes all other endermen sounds, passive or agressive, so for it to not mute the stare is considered a bug to me.
when you put coal in a furnace cart, it will go forward for about 5 seconds, and then stop. smoke still comes out of the cart, confirming that it should still be moving. i tested this on a track with no hills (simple circle about 5x5 blocks), and it still does this. adding more carts in front of the furnace cart does not affect the furnace cart's functionality (stops after 5 seconds of travel).
tested in both multiplayer and singleplayer. also test with creative's no-coal shortcut for powering furnace carts (simply right clicking without coal in creative).














i can confirm this happens locally too, and without sprinting. it almost seems as if the minimum height for fall damage was reduced from 4 to 3, so standing on a 2 block high tower, and JUMPING off will give half a heart of damage, also if i stand on a 3 block high tower and just WALK off, then i take a half heart of damage.
ive had something similar hapeen to me, and it sounds like it happens to a few people. arrows just stop in midair when shot, even if you are not on a pig. i found exiting the world and reloading it fixes the issue. this is on single player by the way.
this is not a bug. the wood step sound was remade to be more wood like, and therefore does not have the same versatility of the old wood sound. i do agree it does sound a little weird,and they should make a specific mushroom step sound or give shrooms the old wood sound, but this is for bugs not feature requests/ personal preferences.
@emil fish do not have lungs. they have gills. two completely different things
first 3 pics are of the bugged trees, next is the seed for the bugged chunk world. after that is me showing that the water is an ocean biome, and the next is me proving that they are indeed real as i place blocks in them. last two shots are just some general overview of the bugged chunk world. these were all taken in a large biomes world in creative.
sorry was too lazy
yes. its a graphical glitch. i wouldnt be reporting it if i didnt think it was a bug.
i propose this gets reopened. the report this was considered a duplicate of something which is absolutely nothing like what i reported, and even that one didn't get resolved. i do use chat. i do not have it set to commands only. please look into reports more before you blindly close them. i am also using a newer launcher version, 1.0.8.
i figured they were all related because the slider itself is bugged, and i was giving examples as to how it was. it would be better than having 5 different posts all saying the same thing (of which would be that the slider in question does not mute the proper sounds). I know i duplicated my own ticket. that was on purpose.
can confirm. eff 5 diamond shovel acts like it is unenchanted speed wise. haven't tried axes though.
this is an invalid issue. thats not a bug but a feature request. use ctrl to sprint in the air.
still an issue in 1.8 pre 1
confirmed for 1.8-pre 2
this sort of thing never happened in 1.7 or earlier, and when customized world were added, only the more complex ones (ones similar to amplified) would do this understandably. even amplified worlds loaded normally on my computer in 1.7.
now, in more recent snapshots (and the release too), my game does this with all world types, of all shapes and sizes. i also get messages in the log saying the internal server is 40000 (40 thousand) ms behind, and skipping hundreds, if not thousands of ticks. again, wasnt a problem in early 1.8 snapshots or 1.7.
http://pastebin.com/aJT9Bmsg
here is a log of mine from 14w33a. i get very similar logs whenever i generate a new world in 1.8 release. this log is from a map that was already generated and well established. note that at one point the server was over 70000 (70 thousand) ms behind. its not too uncommon that i get reports like this in the log on maps that i have had for months, if not years, not just new maps.
my specs:
windows 7 64 bit
java 1.8.0
nvidia gtx 680
intel i5 3.4 ghz processor
i run minecraft with 8 GB of ram. my usual settings are full smooth lighting, fancy graphics, no vsync, VBOs on, mipmapping level 4, unlimited fps, and 24 chunk render distance. lowering any of these settings does not affect chunk loading. also note that my framerate never drops once. i basically experience lag in the same way one would with a slow internet connection to a minecraft server: slow chunk loading, and blocks taking upwards of 10 seconds to actually break.
also note that none of this happens on multiplayer servers, however. if i run any of my single player maps on a local server client (one that i run on the same computer as the game, connected to via "localhost"), i dont experience any of the aforementioned issues. i have not tried LAN however. this does prove that it is something with the internal server, so im assuming LAN play is affected as well.
overall, it renders single player unplayable.
edit: to prove that it is still an issue, here is a log of a world i just generated in 1.8 release:
http://pastebin.com/Di8hWPGR
where it says "marioman66 joined the game", the game itself was still at the "downloading terrain" screen, and stayed there for a good 10 seconds before showing an empty skybox as the chunks have not loaded yet (and it took the chunks themselves about 15-20 seconds to load). beyond what was eventually initially rendered, the world hardly generated. i could fly out to the edge of the visible world, and had to sit and wait for chunks to load (and they only loaded one at a time). when i finally pressed save and quit, it took about 10 to 15 seconds to actually return to the main menu (it was trying to save the world, which took an abnormally long time). the game even stopped responding for a bit.
still an issue in 1.8.2 pre 1.
started having this issue myself in a testing world i use. the chunk that disappeared was -5 0 -39 (or one of the neighbouring chunks). not sure if related, but whenever i use the fill command in that world, the blocks dont update in a fashion that is very similar to the bug in question.
here is the world download: http://www.mediafire.com/download/pcgvxx14iurd2zm/music+test.zip