nate_dawww
- nate_dawww
- nate_dawww
- America/Los_Angeles
- Yes
- No
Inventory window, F5 mode
Mac OS 10.6.8, Java 64-bit
Yes, that's the "only" difference. I didn't say it was a major bug, but it's an inconsistency nonetheless. Nevermind that it's distracting, no other armor texture does this (as far as I'm aware).
It's most obvious in the shoulder pads. Try it in-game moving back and forth and it'll be clear.
Screenshots attached. Also seems to flip as the character breathes.
This one still occurs for me in 1.4.6 in both single- and multi-player, though more often in multi. Possibly due to a client/server communication problem regarding arrows' current coordinates? Will try to get video; it's very bizarre.
Mac OS 10.
6.8
Intel Core 2 Duo 2.53GHz
8 GB RAM
JavaSE 6 v1.6.0_65-b14-462Mac OS 10.11.5
Intel Core 2 Duo 2.53GHz
8 GB RAM
Java 8 Update 111 build 1.8.0_111-b14
After brewing a potion, if one picks up an item (say, a water bottle) and swaps it with the brewed potion in the brewing stand, this act is not recognized as fulfilling the requirements for the potion brewing advancement, "Local Brewery". The only act that seems to be recognized is manually removing the finished potion bottle from the stand.
If this is "intended behavior", it's not very intuitive.
nate_dawww, you, as the reporter of the bug, can update the list of affected versions yourself












The solution is for squid to never spawn at or near the surface of water, and to modify their AI so they never want to go there. Squid AI seems especially incomplete compared to other mobs.
(I also believe that squid spawn density/frequency is too high, but that's another issue.)
Attached screenshots of two separate villages generated in 1.4.6 within the same seed.
(The village depicted in the second screenshot came with one of the torches already lying on the ground, though this may have been caused by something I didn't see; I just took the picture as it was.)
Boat constantly smashes apart on lily pads in a swamp in 1.4.6. Seems to occur when catching lily pads by the corner of the boat.
It's unintuitive, to say the least.
This one still occurs for me in 1.4.6 in both single- and multi-player, though more often in multi. Possibly due to a client/server communication problem regarding arrows' current coordinates? Will try to also get video; it's very bizarre.
Yes, but it's still unintuitive. Most other blocks/objects in the game which have hitboxes, they don't usually extend beyond the rendered objects themselves. If it can offset the object, can it not also offset the hitbox?
Version 1.5.1 still affected.
Still an issue in 1.6.2.
Maybe it's the composer/sound designer in me, but the audio implementation in Minecraft is very primitive. This particular issue, while certainly present, is actually the least of my concerns with regards to sound and sfx implementation in Minecraft. The whole thing needs an overhaul, just like the graphics engine to fix the lighting/rendering issues that pervade it.
What really should happen is the game needs to detect how many of a particular sound source is within earshot of the player and if it is over X number of units, it should transition to a single sound file representing the entire multitude. For instance, if I have a certain number of chickens nearby, it will play "smallchickengroup.wav", or "mediumchickengroup.wav" or similar, rather than trying to call individual chicken noises for each chicken. This would be less resource intensive and it would be much more pleasant overall by avoiding phasing, chorusing, and overlap in the sfx.
To add a little bit of sophistication to the mix, the game might also try and still call individual chicken noises for any in your direct line of sight, even if within a larger group, as this would mimic how our brains actually filter sounds.
Just encountered this. Really really obnoxious, to say the least.
Confirmed in 1.7.2.
Can confirm. Just seems to be a category problem.
Apparently I'm the only one who believes this is terrible! I for one am not entertained when I have ghasts firing at me from behind and I don't even hear the explosions, let alone their tormented screams.
Which reminds me, the way sounds are affected by distance from the player is just completely wrong, but that is a different issue altogether...
A single mob with plenty of room to roam can still escape its enclosure during chunk loading/unloading. This is incredibly frustrating.
The corner thing has to do with their AI, which although a different issue, does exacerbate this one.
I dunno, it still seems pretty severe in 1.8 full release.
This is a pretty big deal in my book. Even though Minecraft is not Real Life™, in a 3D environment, we expect that sound should behave somewhat realistically.
Using a linear EQ with a low pass filter on sound sources as they recede from the player would help address the issue, even if the true solution is the curve in the graph above, in addition to EQ (the filter emulating absorption from the air, if we assume a uniform temperature).
Surely this is just a matter of category? It might be that you will have to have duplicate assets since some sound calls would require it exist in two different categories. Which really means that the sound calls are what need categories, not the sounds themselves...
As I mentioned in
MC-38587, it might be that you will have to have duplicate sound assets since some sound calls would require that they exist in two different categories.What this really means is that the sound calls themselves are what need categories, rather than the sounds themselves...
Most of the sfx in the game could benefit from a low pass filter, even for sound sources that are relatively close to the player. I hear players on YouTube who bemoan the sfx as "harsh" or "annoying" all the time; a low pass filter EQ would help greatly in reducing that by taking off the edge a little bit.
To say nothing of when a sound source is obstructed...
Traveling 4km from the closest jungle biome back to my spawn point with three cats in tow, let me tell you, that was a hassle. Just at normal walking pace and they wouldn't keep up. Even though they remained well in sight, they just sort of... stopped. I would have to run back to them to within 5-10m for them to start following me again. Sometimes they would teleport, but oftentimes not. Very frustrating.
They do this to save resources so that they don't have to have multiple instances of the same sound asset, as well as the fact that it's easier to keep track of.
What they need to do is distinguish between sources of sound, rather than the sound files themselves. However, the sound engine in Minecraft is not, I suspect, all that robust.
I can confirm for 1.8.4.
To reproduce, turn your character to face in the exact opposite direction of a continuous sound source. The sound will fade sharply, becoming nearly inaudible.
Below is my crash report for 1.8.4:
Don't worry, I'm still here.
I just re-tested the issue and I can still reproduce it.
If you turn around to face the opposite direction of a sound source (say a mob inside of an enclosure), the volume of the sound source falls significantly. If you then walk away from the sound source while continuing to face away from it, the volume of the source falls to 0 after only travelling a block or two away.
Another, odder, example occurs when climbing a ladder. Facing forward towards the ladder as you climb will produce the ladder sfx as normal. But if you turn your head straight up while climbing, the sound source disappears completely. My guess is that the sound source is centered at the player's feet, and turning your head up increases the distance between your head and feet sufficiently enough to produce the issue.
My sound system is not set to quadrophony, or to any other surround setup. I use a pair of stereo studio monitors connected to an audio unit which cannot output to more than 2 channels, and it is selected as my sound output source in System Preferences.
Tested in 1.10.1 and 16w38a.
Confirmed in 1.11
Experiencing double-click behavior when in fullscreen in 1.14.0
macOS High Sierra 10.13.6
iMac 2010 (iMac10,3)
2.93 GHz i7
8GB RAM
Java 8 Update 191
Update: Seems to have resolved itself?
I'm on a Mac, so audio drivers are not really an issue. I will try out one of the recent snapshots to see if I'm still experiencing it.
While there is indeed a "New Folder" button option for windows within the Finder, there is no such option in the Open dialogue as presented after clicking "Browse" when creating a new installation from the Launcher. I've attached a new screenshot to show what I'm presented with.
MC-271199, which was resolved in the latest snapshot (1.21 Pre-release 2), seems to have been related to this issue.As requested, I have added two screenshots of standard application Save dialogue windows from within macOS: QuickTime Player v10.5, and Logic Pro 11.0.1. To reiterate, I am running macOS Ventura v13.5.
EDIT: I have included one more screenshot, from a music program called Finale, which allows you to select the default save location for various files. As you can see in this "Select a Folder" dialogue screenshot (which is more akin to the folder selection dialogue from the Minecraft launcher than a standard Save dialogue) there is also a "New Folder" button present in the expected location.