David Harmon
- mentalmouse
- mentalmouse
- America/New_York
- Yes
- No
The pumpkin-derived lantern is "Jack 'o' Lantern" in game. That shouldn't be a quoted "o", it's the Irish patronymic prefix, or alternately an elision for "of the". Any of the following versions would be reasonable:
Jack O'Lantern
Jack o'lanternjack o'lantern (that is, capitalized only when any word would be, and only the J)
jack-o-lantern (for those too poor to afford apostrophes)
jack-o'-lantern (Wikipedia uses this one)
I am regularly finding that even after releasing a movement key, I keep moving in that direction, in addition to any other movement I may be making. To stop it, I have to press and release the matching movement key again.
This was in 1.2, and seemed to have been fixed in 1.3, now it's back.
Aack... my description got deleted accidentally when I was trying to view the bug ... I had not hit the Edit button, nor did I to enter this description. Can a mod please revert it? Also, please ask your webmasters for a mollyguard to require some explicit choice to edit a previously-entered bug? It is simply bad user-interfacing to let a "browse" interface (From above, the link is https://mojang.atlassian.net/browse/MC-886 ) wipe out info without warning or confirmation!
@Alexander: Your mod (not Daniel's) makes frames hang a block or more away from their surface. In my lair, the frames that were hung on the edge of top slabs were suspended a block away from their slab. The map frame on the wall was hovering two blocks away from the wall.
I am getting this in patch 20w17a. I just disenchanted a bunch of stuff, some from undead, some my own worn-out equipment, and that XP meter didn't budge a pixel.
I am seeing a different sort of "end gateways fail to generate". I originally killed the dragon in 1.16, and went off to explore the islands, where I found several additional "return" gateways scattered around the islands. The wiki indicates that this is the expected situation. I later respawned and killed the dragon again, but when I explored past the second end gateway, it was in 1.17.... and despite having traversed well over 1000 blocks in two directions, the only end gateway I've seen there is the one I came in by.
How does quasiconnectivity help with piston walls as David Harmon says above? Wouldn't you want all your pistons to update when powered for a piston wall? It seems to me that the current power but don't update approach has the potential to leave some pistons retracted. I keep reading that this bug is useful but I have yet to see a good explanation why.
Regarding keeping the grudge, established behavior was that they don't lose the grudge just because they killed you, you have to leave the Nether by a portal or hang out within chunk radius (but outside attack range) for a while.
Drat... I get the same thing.
Cute, Do! As for "impressive"... well, it was certainly sudden and complete, but I've had more drama.
I remember seeing reports of this one from a while back, I really hope they can fix it this time.
My Java is the current install for ubuntu. I did update the LWJGL libraries, and that seems to have fixed the problem.
Still happens on my JRE version: 7.0_09-b30 (Java VM: OpenJDK 64-Bit Server VM (23.2-b09 mixed mode linux-amd64 compressed oops)), which is Ubuntu current.
Xavier: No, I lost my achievements when I went to 1.4, before Halloween. I'm not actually annoyed by this, because I'd gotten "Sniper Duel" offline (so online would never recognize it, nor let me re-earn it). I've got most of mine back, plus one I hadn't had and the rest will come in time.
Agreed. US English does not have a translation project, it is the original game language. Accordingly, this needs to be handled as a game bug.
I just got bit by it while trying to research anvil details.
I'm currently working on figuring out the anvil over on the wiki... Diamonds are particularly expensive to repair, but it's not unbalanced.
For starters, anything you do starts with the base cost of the item, which depends on the enchantments and is not what you paid for it on the enchanting table. When doing unit repair of an enchanted item, each unit costs at least 1 per enchantment, plus 1 for most materials, but 3 for diamonds (you can get a bargain on the last/only diamond, depending how much durability it covered). Sacrifice repair is similarly expensive – repairing an diamond sword with a plain one, costs up to 17 levels (over the target's base cost) depending on the sacrifice's durability (worn costs less), and if you're adding enchantments, that gets added on too. And then there's prior-repair penalties....
Mike Loeven: First, what's on it? Remember, you pay the base cost first, and if you've got Looting 3, Smite V, and Fire Aspect, that's gonna add up. Second, have you repaired it (small penalty) or renamed it (bigger penalty) before? We haven't really figured out renaming costs, but second and sometimes third renames definitely get an increasing penalty.
ETA: Also, nowadays, enchantments are cheaper and levels themselves are pretty cheap, between fighting, mining/smelting, and breeding. I haven't even bothered rebuilding my big XP farm, I just build minifarms around local spawners.
See <a href="https://mojang.atlassian.net/browse/MC-2773#comment-22899">my comment on
MC-2773, but yeah, you start by paying a base cost from the item's enchantments, and then various penalties as well as the actual rename cost.I've found my anvils quite useful to maintain my iron armor and repair a particularly powerful bow. Especially handy is that you can put them in the field – you don't need to sink diamonds into an E-table, nor clear out a 5×5 room for bookshelves.
Finding enchanted golden apples in random dungeons would be unbalanced in its own right – beat up a few skeletons and you get something that's worth 8 golden <i>blocks</i>?
Snow is a block, it just doesn't fill its space. Torches have the same effect, and are more controllable if you want to do cheaper enchants.
I have not tested it in 1.4.5, but if it hasn't been explicitly fixed, I suspect it's still there. Brian: Rather than giving up boats, I started leaving the cats behind. (It's easy enough to avoid squid.)
Tried some testing in my playground world... I wrecked several boats without damage, then took a heart and a half of "mystery damage" when running over a cat <i>without</i> wrecking the boat. Comparing with the bugs marked as duplicates, it looks to me like the "fall distance" from bobbing accumulates very slowly, and it's not clear exactly what triggers the "impact",
Also, a decent workaround is simply to get out of the boat and take a swim every so often, especially before approaching land or mobs in the water.
Definitely still happenning in 1.4.5 singleplayer. Not limited to stairs, I'm seeing it on a mushroom island where there aren't any such thing.
I seriously doubt buildings the villagers can't enter is "as designed". It looks more like "tried to fix prior generation problems, and didn't quite get there".
Apparently fixed as of at least 1.4.6
Error log
No, this is a bug, though part of it is probably server-side.
As of this morning (I didn't play yesterday), Minecraft consistently crashes on login. Unlike the OP, it didn't take my system with it (score for Linux). Checking the OpenJDK site indicated this is widespread, and eventually that Oracle Java was also affected. I have since confirmed this by not only updating my OpenJDK, but installing Oracle Java as well, with minimal change to the result. (That is, the message pointed me to Sun's bug tracker instead of OpenJDK's.)
Console output follows:
27 achievements
210 recipes
Setting user: MentalMouse42, -8040923824696681062
LWJGL Version: 2.8.5
#
#
#
#
#
#
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/home/dmh/scripts/minecraft: line 4: 3180 Aborted (core dumped)
A better way might be to let villagers map out the buildings themselves (perhaps rejecting pathological buildings such as http://www.minecraftwiki.net/wiki/File:Bare_Minimum_House.png and http://www.minecraftwiki.net/wiki/File:Minimum_House.png ), and then attach themselves to particular houses. They would also remember how crowded they were (villagers/inside area) in the old building. If they find themselves in an overly crowded building overnight (check at midnight?), they might take a 1/(N+1) chance of rejecting their current home altogether, after which they would later pick a different building.
For performance reasons, you'd probably want a "house-hunting mode" that they would only invoke occasionally – for example, when they find a new door (or any door, if they're currently homeless), or if their prior house has been too badly damaged. Naturally, they could also share info about how many villagers have already chosen a given house. If you want to be nice to the players, you could tweak the overnight check to make a player count as 3 or so villagers for crowding purposes. (That is, if the player moves into a building, villagers give them room.)
What I'm suggesting here is that the movements of the villagers could themselves be used to figure out what a house is, along the lines of "after passing through a door, wander around a bit, keeping track of where I've stepped. If I find myself under open sky without passing through another (or the same) door, this isn't a (very good) house. If I pass through another door, I expect to be under open sky within a few blocks – if not, I might still be in a house".
Markku: <i>Not very good house after all. </i>
The example you gave sounds like an error or backstab by the player building it, and it's not reasonable to expect villagers to outsmart the players.
I'd say the villagers could settle for a door leading to an enclosed space with no open sky, and no holes in the wall over 1 block high) that lead to outside (windows and doors don't count as holes). (Note that this would also rule out your example.) (If the player wants to let spiders in, whatever – they don't attack villagers anyway.) If you want to be fancy, you could have any villager who finds a non-zombie monster indoors, declare the house unfit. (Zombies, of course, can spawn inside houses – just one more problems with the current overcrowding situation.)
The hard part would be keeping track of bounding boxes for the village's houses, especially if there are tunnels involved.
In 1.5, I built an egg farm, and chickens are regularly being washed down the collection hole, despite that being covered by a top-slab. I don't think it's just chicks, either, I find a lot of adult chickens too. I suspect that to be another manifestation of this same bug. Ironically, I built the egg farm to deal with the chickens escaping from my fenced pen.... It's good to hear the problem with that really is worse in 1.5, I wasn't just imagining things. Also, I don't think it was explicitly mentioned above, but the most common form of this from prior versions was when baby animals pushed their "parents" into the fences/walls.
The Minecraft, OpenJDK, and LWJGL people have been pointing at each other as long as I've been following this issue. You'd think that Mojang would at least start shipping MC with current versions of LWJGL... but then, that would take away one of their excuses. I'm still seeing it in 1.5.1 myself.
If you place an upward facing piston, then put a block of redstone on top of it, it does not extend. This is reasonable, but if you trigger the piston some other way, it will not retract. Further experimentation indicates that an upward-facing piston can be powered in general from the block above the extended shaft, but not from the block they would be pushing. However, horizontal pistons can nowise be powered from the block at their face, extended or retracted.
This seems peculiar, and I'm guessing it's connected to this.
ETA: Updates don't seem to help, as I tried placing and breaking blocks adjacent to piston, shaft, and BoR
Confirmed in 1.5.2 – a cat again. Ran back bare-naked to get my stuff, and actually got it....
On startup, I just got a flood of console messages that seem to relate. (This world has a chicken farm nearby, which is a water-containment system.) Gameplay is very jerky, a reason for which is suggested by the messages.
ETA: PC version 1.5.2 on Ubuntu.
ETA 2, sorry: I had just started a new generation on the chicken farm, so these are all chicks.
ETA 3 (but new information!): And yes, a bunch of chicks (and within a few minutes, chickens) were completely outside the pen, while a bunch more were stuck in the fence. (This despite the water flow supposedly holding them in.) As it turns out, that generation of chicks was just growing into chickens, so now I've got chickens outside too. The messages and "lag" have continued from dawn to dusk. And just to make it clear, this is new: Even if I'd missed the console messages (unlikely), I usually have a bit of lag when starting up, but then it goes away once the nearby chunks are loaded. This is staying, and it's making the game nearly unplayable.
Here is a sample message:
And ETA 4: Getting new messages – besides the above about chickens, I'm getting similar messages for zombies and even eggs!
Tails: Thank you, but: "FFFFUUUUUU.....!" For future reference, here is a Forum thread where someone's trying to fix corrupted saves: http://www.minecraftforum.net/topic/137381-official-corrupted-save-recovery-thread .
Now I just have to figure out where online I can stash a 57M world file for them....
Zaecus: Actually, the first I remember of this bug showing up was when they altered collision behavior, so that cats and dogs couldn't shove you off cliffs ad such. That seemed to affect all mobs' interactions with blocks as well.
Also related to
MC-696,MC-14893andMC-17171.Also related to
MC-696,MC-14893. Tails has been marking duplicates, but then he markedMC-696as "no longer an issue" because he didn't get a response on the old thread.Still happening occasionally and unpredictably in 1.5.2 – I just had 6 out of my 9 dogs teleport to me on login, from a home base 2,000 blocks away. I've occasionally had it happen with cats too.
It occurs to me that there are game balance issues with some of the changes Daniel King describes. It's one thing to keep mobs from just walking through fences any time they like. But if you cram 100 chickens into a couple of blocks space, something really ought to give, and not just the frame rate! Consider this egg-farm design, and imagine it hooked to an automatic hatcher: http://www.minecraftwiki.net/wiki/Tutorials/Egg_farming#Trench_Farm , Do we want to allow that?
@BertHunter I beg to differ – it seems to me that animal farming is OP already (most of food is, but animal farming is top of that heap), and this makes it even more so. And there's already a mode for folks who don't want any pesky limits.
@Daniel King: I've been running a bunch of farms since 1.5.2 came out (and before that too). This bug is a major annoyance, but no, it is not a matter of "the game being functional in the first place". One could even argue that occasional escapes or suffocations are even "realistic", especially from overcrowded pens. I could still do without that much realism, but I'm bothered more by the type of escapes that don't depend on population density, and their sheer blatancy – animals don't even bother to walk through, they just glitch over to the other side, right in front of your eyes. (ETA: And for the other sort, saving and reloading changes the world.) And the kicker, it does mean that farms need to be attended regularly, and maintained. I could deal with having to provide sufficient space for a given number of animals, but I'd much rather that once properly established, a farm can be ignored while I do other stuff. (That, after all, is Minecraft's usual pattern --wheat doesn't go to seed, potatoes don't rot in the ground, etc.)
I'm also bothered by the developers not dealing with the bug – while I appreciate your efforts, why the he** is an end user having to fix this? And there's other longstanding bugs that they haven't dealt with: off hand, boat instakills and sitting pets teleporting out of unloaded chunks.
Yay! Thank you!
The quasiconnectivity feature may be tricky to use, but it makes pistons far more versatile and useful. Besides the BUD thing, others have mentioned piston walls, and I've also seen it used for other circuits.
I've seen this while standing on perfectly ordinary blocks. It's way more obvious when you're fishing up close, and makes fishing look very odd then. However, on examination, this seems to be usual behavior. Possibly meant to make the bobber visible? Still weird that it can't just be on the surface of the water, even if that makes it less visible when "dipping". Also, confirming for 1.5.2. (ETA: also for Ubuntu.)
Tavis has got it – the problem is getting power to pistons on several adjacent levels, which is awkward without quasiconnectivity, even with the expensive "orange blocks".
And yeah, not being able to retract a BRS vertically is slightly annoying, but on consideration I can live with it.
IIRC, the doors are just all placed in the same direction, regardless of the direction of the wall they are embedded in.
It might be worthwhile trying to contact Dinnerbone or other devs on Reddit or even Twitter. They seem to be fairly active there.
This is not fixed – not as of 1,5, and I have just experienced it on 1.6.1 . If this is "intended", I seriously question the dev's judgement. This time it was just one dog, but in the past I've had pretty most of my pack transferred to the distant continent I was exploring.
Not only does the line stay cast, but after being signalled that you have a fish on the line, you can switch to a different rod and reel in the fish with that one! Also, confirming in 1.6.1 .
They're still pretty dang fast in 1.6.2.
Mr. King: I tried using Magic-Launcher to add your zipfile, but it wasn't recognized as a mod. Would it be possible for you to put out an archive organized as a mods?
@Daniel
Thanks! Magic Launcher at least accepts the divided files, so I'll be trying them out!
Signed up for github so I could leave a comment for Alexander, and deleted my comment above. @GrygrFlzr: Happy?
No, this is current – it happened to me last month (ETA: 1.6.2), and it's been recently reported by another Wiki user at http://www.minecraftwiki.net/wiki/Talk:Day-night_cycle#Timelapse_bug.3F .
It was also encountered by the Ultra Hardcore crew: http://www.youtube.com/watch?v=trCSukJNLag . Skip to around 8:45, which is when they first see speedy monsters – it takes them a while to realize the sun is speeded up too. They fixed it with a server restart.
@Kumasasa: Thanks for reopening the bug. Is it SOP for a Wiki report to copy the entire report from there? I thought I'd decently summarized it, but I can see why you might want a straight copy.
I just had this happen to me as well, though I didn't try the weather control. I'd almost used up a new fishing rod before it occurred to me that it had been raining for two days straight.
Looking at my info screen, I see that I have indeed been updated to 13w39a.
Personally, I'd be way happier if they marked it Works as Intended or Will Not Be Fixed, because if sieges come back with the same behavior, villages are simply unsurvivable.
Specifically, siege zombies can spawn in lit spaces (inside the houses),<i>and</i> near the player. And apparently if there are no open spaces on solid blocks (say the village has been floored with slabs), they can spawn in <i>doors</i> or even solid blocks, then walk out of those toward villagers. That leaves no defense short of unloading the chunks.
I recently realized that at least in the 1.7 snapshots, a sitting puppy will almost-consistently teleport to me when it grows up. I'm not sure if that was happening in 1.6.2.
I just had it happen again, on 13w39b. I had loaded the game when it was raining, after it had been raining a full day, I tried "/weather clear" to no avail, but exiting not only Minecraft, but the launcher, did clear it.
And again – this time after trying "/weather clear" I tried "/weather rain" followed by another "/weather clear". (Didn't work either.) I also noticed flashes in the clouds similar to Earthly distant lightning, but no actual bolts or sound. And every time it's happened I've loaded the world while it was rainy.
ETA: Notice that last one did <i>not</i> have a snapshot upgrade associated with it. Also, twice I've watched it start to rain, and <i>not</i> saved before the end. Once I ended it with /weather clear, and once it ended naturally.
Still happening in 13w39b.
As I noted in
MC-32671: My experience was that the bug is triggered specifically by saving and reloading while it is raining. The workaround to fix it is to wait until it "should have stopped" (been raining more than a day or night, or you see zombies burning in the rain), then save and exit not just the game, but the program (Minecraft, and if needed, the launcher). It might work to use /weather clear and then exit.This is a dealbreaker for me, I just set my profile to stay with 39b until 41b or later comes out.
Also seeing it in13w39b.
Seen in 13w39b, with a powered hopper. I'd actually thought it was due to the weighted pressure plate I had atop it.
Indeed, it is fixed in 13w41b! Huzzah!
It surely doesn't help that both plains and deserts have gotten much hillier over the last few versions. It might help if village generation had some capacity to kick back against terrain generation – perhaps modifying things along the lines of "there was a hill/lake/cave here, but the villagers leveled/filled/sealed it".
I am not so sure that the bug depends on saving/loading the world. I think I've had arrows persist abnormally long even during a single session.
I got it from moving the "Blocks" slider. I also discovered this only applies when you're doing it within a (paused) game – the sliders I've tried so far seem to work fine when you change them from the title screen.
Yup... I wouldn't mind the transparency if we had a texture-less block to mount it on, but the lightness of the hand-held map is unreadable. Also, the player's marker is <i>still</i> glitchy, prone to not appearing at all.
Verified in 1.7.2, met a baby zombie with his pumpkin floating well above him.
Gerrard: I am totally not complaining about baby zombies having a full-sized hitbox. Those things are dangerous enough anyway due to their speed and sometimes evasiveness.
Since the introduction of the enchanting table, the devs have been very consistent that any block, <i>including partial blocks</i>, between a bookshelf and the enchanting table, will block the bookshelf's effect. Carpets are a partial block, just like snow and torches. Just because their hitbox and texture are small and flat, does not change this. Neither does their transparency.
Just because you, personally, don't like how something behaves, that does not make it a bug. If you absolutely must have a colored floor between your enchantment table and bookshelves, you are free to replace the floor blocks themselves with wool.
The chickens in the Nether have some game balance implications, being "food native to the nether". I suspect that en masse they'll eventually drift down to the lava sea or set themselves afire, but that'll be slow, and the egg thing is a problem. The idea of a hostile nether-chicken has its points...
ETA: But "chicken clubs" in the overworld could be a problem....
SkylinerW: The problem with your fix is that then zombies/pigmen can swipe the drops of their fellows and despawn with them, which is the OTHER half of why picked-up items make mobs persistent. Frankly, I'd be fine with zombies not picking up eggs.
I just got blocks reappearing in a brand new world, vanilla 1.7.4. I was walking a friend through his First Game, and this was happening when he was punching wood and dirt. There were no other obvious in-game signs of lag (I took over the keyboard a few times), but the console screen did have messages to the effect of "can't keep up!". The effect later became erratic – it eased up while he was mining coal, then came back when he was trying to pick up his crafting table.
I have been seeing villagers get stuck that way going into buildings with double doors, they mill around outside the door despite that one side is open. Opening the other door seems to let them pass through.
I've been seeing them have a lot of trouble with double doors. Typically they'll open one side (perhaps open-and-shut repeatedly), but then they'll mill around on their side of the doors instead of going through – I mostly see them stuck outside, but sometimes inside. Me opening the shut side seems to unwedge their pointy little brains.
In related news, it would be nice if iron golems knew how to open and close double doors, especially when I left a gap above specifically so the golems can go through. Heck, they could even shut open doors when doing their rounds at night.
ETA: I'm on Java edition 1.14.3.pre4 .
I'm seeing some of these... I tamed 2 cats in a village, and they (separately) followed me back to base. But then they settled into my house and won't teleport after me when I leave. When I feed them fish, they get the hearts, but don't actually mate. Also they leave me gifts after sleeping, despite that they're on the floor below my bed (that is, they are on the ground floor, my bed is on the next level up, 3 blocks higher). This is in 20w17a
Yup, the XP is consistently being emitted behind the grindstone (which in my case was actually against a glass pane). I've now hung it from the ceiling, let's see if that helps next time.
See MC-58862
Also, this is a particular case of MC-58862.
I am seeing this too. Same snapshot, on Linux.
I note there are many reports of this. Ryan Sharp pointed one of them to
MC-181424, so I'd guess that's probably been selected as the "original".Oh, there are many many reports of this one.
Dupe of
MC-181424Dupe of
MC-181424Still happening in 20w17a/20w18a, Single-player Linux
I tamed 2 cats in a village, and they (separately) followed me back to base. But then they settled into my house and won't teleport after me when I leave. When I feed them fish, they get the hearts, but don't actually mate.
Still in 20w17 at least:
Took a couple of dogs caving with me... one of them tried to swim up a falling lava stream, after I'd already quenched the base – there was plenty of room. "Dog tried to swim in lava" – yep, they sure did! The other wandered across the corner of a half-quenched lava pool, and burned to death, and had no obvious reason to want to go down that corridor.
In situations like this, if a player doesn't have too much invested in the Nether it may also be possible to just rename the DIM-1 directory with the dimension's data and let it regenerate. (Don't actually delete the renamed data until you're sure that you haven't somehow screwed up....)
I'm getting phantoms in 20w18, and in fact just killed one and got a membrane.
Nope, just restarted the game (including the launcher) and tried again. Still not breeding. I note that immediately after the attempt the cats refuse another fish, but a few seconds later they again accept fish, get hearts, but no kitten. snapshot 20w18.
Both of these are cats taken from a village.
And after yet another try, I found them able to reproduce but still bugged differently ... I went down to Y=11 (which is what it took for them to follow me) and tried the fish. Now, no hearts... but a few seconds later there was indeed a kitten.
Yes, this does not make sense as a "feature" – in particular, the old behavior let an infinite water source serve also as a sink to empty buckets into. This change would mess up generations of base designs assuming the old behavior! Not to mention there's no replacement behavior – with this bug the only way to get rid of a water block is to place a solid block over it.
The bonus chest is up there too. As of 1.16.3.
At least in 1.16.3, they do last long enough to grow up, and if you tame them soon enough, they won't despawn.
I am seeing a different sort of "end gateways fail to generate". I originally killed the dragon in 1.16, and went off to explore the islands, where I found several additional "return" gateways scattered around the islands. The wiki indicates that this is the expected situation. I later respawned and killed the dragon again, but when I explored past the second end gateway, it was in 1.17.... and despite having traversed well over 1000 blocks in two directions, the only end gateway I've seen there is the one I came in by.
ETA: Joseph Wyne: In the past, those end gateways have been perfectly happy to spawn over the void.