TwinShards
- NintendoBest
- nintendobest
- America/Toronto
- Yes
- No
While fishing you can move your boat has you want.
If you try to past through the buoy you will be stuck.
That is what happen:
https://www.youtube.com/watch?v=OztLj_oshMs
Fishing rod + hit box collision with boat
Armor Opacity / Transparency doesn't work correctly...
Guerau Garrigós i never changed my texture pack* In 19w40 it work just fine and in 19w41 the issue is back but worst.
I have made my custom texture for every type of diamond item, the armor was in my list. in 1.8.X that doesn't work at all.
in 1.9.X/Pre-X you can see the texture doesn't appear transparent when it's enchanted.
1#If i only put my helmet that work...... (first image 1# ect)
2#Helmet + Boots: Only boots
3#Helmet + Boots + Leggings | Helmet/Boots + Leggins : Only leggings
4#Helmet + Boots + Leggings + ChestPlate | Helmet/Boots/Leggings + Chestplate : Only ChestPlate
-*When that is not enchanted all piece work properly.
5# When all my armor is clean. (you can see the white line of my skin)
6#When all my armor is renamed to gain the " NBT Tag '2' " *The diamond i'm holding is to show it's correctly transparent.Update, since snapshot version 19w41a, texture pack transparency on armor is totally gone.
I have made my custom texture for every type of diamond item, the armor was in my list. in 1.8.X that doesn't work at all.
in 1.9.X/Pre-X you can see the texture doesn't appear transparent when it's enchanted.
1#If i only put my helmet that work...... (first image 1# ect)
2#Helmet + Boots: Only boots
3#Helmet + Boots + Leggings | Helmet/Boots + Leggins : Only leggings
4#Helmet + Boots + Leggings + ChestPlate | Helmet/Boots/Leggings + Chestplate : Only ChestPlate
-*When that is not enchanted all piece work properly.
5# When all my armor is clean. (you can see the white line of my skin)
6#When all my armor is renamed to gain the " NBT Tag '2' " *The diamond i'm holding is to show it's correctly transparent.Update, since snapshot version 19w41a, texture pack transparency on armor is totally gone.
I have made my custom texture for every type of diamond item, the armor was in my list. in 1.8.X that doesn't work at all.
in 1.9.X/Pre-X you can see the texture doesn't appear transparent when it's enchanted.
1#If i only put my helmet that work...... (first image 1# ect)
2#Helmet + Boots: Only boots
3#Helmet + Boots + Leggings | Helmet/Boots + Leggins : Only leggings
4#Helmet + Boots + Leggings + ChestPlate | Helmet/Boots/Leggings + Chestplate : Only ChestPlate
-*When that is not enchanted all piece work properly.
5# When all my armor is clean. (you can see the white line of my skin)
6#When all my armor is renamed to gain the " NBT Tag '2' " *The diamond i'm holding is to show it's correctly transparent.Update, since snapshot version 19w41a, texture pack transparency on armor is totally gone.
Update: In my opinion related to current 20w10a missing enchant Glint, both "Armor" rendering issue.
After throwing the buoy you can remove the fishing rod of your hand/off hand and this, in the screenshot will happen.
*You can move anywhere the fishing rod or removing it of your eventory and it will keep the buoy "on"
Throwed Fishingrod doesn't break after walking 32blocks farThrowed Fishing Rod's buoy doesn't break after walking 32blocks far
If you make fall more than 2 anvils (3) and more on each other ON A non-full blocks, only 1 Anvil will remain (1 Hafly broken
iffall too high)
*Screen Shot named in order for "step".If you make fall more than 2 anvils (3) and more on each other ON A non-full blocks, only 1 Anvil will remain (1 Hafly broken anvil remain if it fall too high)
*Screen Shot named in order for "step".
Using the followed Bow & Tipped Arrow Insta Damage II doesn't deal logic damage that should deal.
Non enchanted Bow:
*Non charged shot;
*With a normal arrow: ❤x1
*With an insta damage arrowII: ❤x6
-Charged shot;
-With a normal arrow: ~❤x6
-With an insta damage arrowII: ~❤x8 (Only +2)
-----------------------------------------------
Enchanted Bow Power 5:
*Non charged shot;
*With a normal arrow: ~❤x2
*With an insta damage arrowII: ❤x7
-Charged shot;
-With a normal arrow: ~❤x9 up to 12
-With an insta damage arrowII: ~❤x9 up to 12 (0 extra damage)So i was wondering if (the 2 last comparaison) are working has intended.
Because using a Power 5 full charged Bow with a normal arrow or a tipped arrow insta. damageIIdoesn't change anything.*I tested all that on an Iron Golem and with a Health Indicator.
Using the followed Bow & Tipped Arrow Insta Damage II doesn't deal logic damage that should deal.
Non enchanted Bow:
*Non charged shot;
*With a normal arrow: ❤x1
*With an insta damage arrow lvl2: ❤x6
-Charged shot;
-With a normal arrow: ~❤x6
-With an insta damage arrow lvl2: ~❤x8 (Only +2)
-----------------------------------------------
Enchanted Bow Power 5:
*Non charged shot;
*With a normal arrow: ~❤x2
*With an insta damage arrow lvl2: ❤x7
-Charged shot;
-With a normal arrow: ~❤x9 up to 12
-With an insta damage arrow lvl2: ~❤x9 up to 12 (0 extra damage)So i was wondering if (the 2 last comparaison) are working has intended.
Because using a Power 5 full charged Bow with a normal arrow or a tipped arrow insta. damage lvl2 doesn't change anything.*I tested all that on an Iron Golem and with a Health Indicator.
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkSo i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
- *I DIDN'T Tested on a vanilla Multiplayer server.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbk
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
- *I DIDN'T Tested on a vanilla Multiplayer server.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkSo i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
- *I DIDN'T Tested on a vanilla Multiplayer server.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbk
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
- *I DIDN'T Tested on a vanilla Multiplayer server.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkSo i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbk
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the vide) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face.
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face.
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face.So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face [Next to me, they was like 5blocks far of me...].
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face [Next to me, they was like 5blocks far of me...].
__________________________
News for this issue (I just guess this may be the cause):
https://youtu.be/L59BK6ieJxM
*You clearly see him a short time before it dispawn.
I think when the overworld is loaded already when an mobs go to it do a bug and make it dispawn.
Example:
I'm in the overworld, a friend in the nether, the mobs is pushed by him/me to the overworld/nether and it will bug-dispawn.
Hostile mob doesn't teleport correctlyfrom the nether to the overworld.Hostile mob doesn't teleport correctly when overworld/nether is already loaded
So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face [Next to me, they was like 5blocks far of me...].
__________________________
News for this issue (I just guess this may be the cause):
https://youtu.be/L59BK6ieJxM
*You clearly see him a short time before it dispawn.
I think when the overworld isloadedalreadywhenan mobs go to it do a bug and makeit dispawn.
Example:
I'm in the overworld, a friend in the nether, the mobs is pushed by him/me to the overworld/nether and it will bug-dispawn.So i was building a Ghast farm and i found that out that Hostile mobs doesn't teleport correctly to the overworld (sometime even from the overworld to the nether)
*No specific map is needed (tested in many worlds)
*No special gamemode is needed
*Day/Night doesn't affect
*Tested on more than just Ghast & Pigman ( Zombie ) (I already lost my horse in the past cause of that) So i think it's not just affecting hostile mobs
*If the portal in the nether is from the first natural generation, the mobs might be able to teleport to the overworld correctly (tested)
*Pushing them or letting them going by them self in the portal doesn't change anything.
*Test on Single Player world
*I Tested on a vanilla Multiplayer server. Same thing happen.
Here is what is going on:
https://www.youtube.com/watch?v=xnvhqFdIxbkNote: (not showed in the video) ;
Out of scene i saw them in the overworld (when i tried other time before recording) and they was just dispawning in my face [Next to me, they was like 5blocks far of me...].
__________________________
News for this issue (I just guess this may be the cause):
https://youtu.be/L59BK6ieJxM
*You clearly see him a short time before it dispawn.
I think when the overworld is already loaded and mobs go to it will do a bug and make them dispawn.
Example:
I'm in the overworld, a friend in the nether, the mobs is pushed by him/me to the overworld/nether and it will bug-dispawn.
When you kill a creeper by a Stray, no disc will drop. Still though the
defaultskeleton will make drop a disc.When you kill a creeper by a Stray, no disc will drop. Still though the classic skeleton will make drop a disc.
While swimming in the lava you can deal infinite critical hit. For sure if i sprint or touch the ground under the lava this will stop utile i swim again.
Here is what happening:
While swimming in the lava you can deal infinite critical hit. For sure if i sprint or touch the ground under the lava this will stop utile i swim again.
*Nothing Special is required
*Tested with & without Mods
*Tested in my old world and a new fresh 1.11.2 world.
Here is what happening:
Before the (" Combat Update" With the new damage stats) It was possible to get Overkill by using a Diamond Sword Sharpness V with Critical hit
Now even if you use an axe with sharpness V with Critical Hit it will only reach 18/20Damage instand of 20/20(like before)You should be able atleast to use a Sharpness V diamond axe while crital hit to get this achievement:
Just who really want Smite on his sword ._. . . .
Before the (" Combat Update" With the new damage stats) It was possible to get Overkill by using a Diamond Sword Sharpness V with Critical hit
Now even if you use an axe with sharpness V with Critical Hit it will only reach 18/20Damage instand of20/20(like before)You should be able atleast to use a Sharpness V diamond axe while crital hit to get this achievement:
Just who really want Smite on his sword ._. . . .Before the (" Combat Update" With the new damage stats) It was possible to get Overkill by using a Diamond Sword Sharpness V with Critical hit
Now even if you use an axe with sharpness V with Critical Hit it will only reach 16/20Damage instand of 18+/20(like before)You should be able atleast to use a Sharpness V diamond axe while crital hit to get this achievement:
Just who really want Smite on his sword ._. . . .
So i tried 17w50a to make my 'new' stone generator because the Block updates doesn't affect Water/Lava anymore in this version...
I noticed a huge FPS issue while there is Light or Block Update with anything.
Everything is in the video, sorry for my miss spelling.., my main langue is french.
So you can see when i start mining my FPS decrease to ~10FPS.
So i tried 17w50a to make my 'new' stone generator because the Block updates doesn't affect Water/Lava anymore in this version...
I noticed a huge FPS issue while there is Light or Block Update with anything.
Everything is in the video, sorry for my miss spelling.., my main langue is french.
So you can see when i start mining my FPS decrease to ~10FPS.
*I did a Test Difference with 1.12.2 and 17w50, results happen to both. But it can be handle 'Okay' in 1.12.2
~35FPS while mining 1.12.2
~5FPS while mining 17w50a
So?
So i tried 17w50a to make my 'new' stone generator because the Block updates doesn't affect Water/Lava anymore in this version...
I noticed a huge FPS issue while there is Light or Block Update with anything.
Everything is in the video, sorry for my miss spelling.., my main langue is french.
So you can see when i start mining my FPS decrease to ~10FPS.
*I did a Test Difference with 1.12.2 and 17w50, results happen to both. But it can be handle 'Okay' in 1.12.2
~35FPS while mining 1.12.2
~5FPS while mining 17w50aLink of uploaded world here:
http://www.mediafire.com/file/jlakym4x7nme63f/RedStone%20and%20Test%20-%2017w50a.zip
So i tried 17w50a to make my 'new' stone generator because the Block updates doesn't affect Water/Lava anymore in this version...
I noticed a huge FPS issue while there is Light or Block Update with anything.
Everything is in the video, sorry for my miss spelling.., my main langue is french.
So you can see when i start mining my FPS decrease to ~10FPS.
*I did a Test Difference with 1.12.2 and 17w50, results happen to both. But it can be handle 'Okay' in 1.12.2
~35FPS while mining 1.12.2
~5FPS while mining 17w50aLink of uploaded world here:
http://www.mediafire.com/file/jlakym4x7nme63f/RedStone%20and%20Test%20-%2017w50a.zipTrue, mining make tone of particles (about the related issue linked to mine) but w/o mining, the redstone it self make alot of spike lag when updating.
So i tried 17w50a to make my 'new' stone generator because the Block updates doesn't affect Water/Lava anymore in this version...
I noticed a huge FPS issue while there is Light or Block Update with anything.
Everything is in the video, sorry for my miss spelling.., my main langue is french.
So you can see when i start mining my FPS decrease to ~10FPS.
*I did a Test Difference with 1.12.2 and 17w50, results happen to both. But it can be handle 'Okay' in 1.12.2
~35FPS while mining 1.12.2
~5FPS while mining 17w50aLink of uploaded world here:
http://www.mediafire.com/file/jlakym4x7nme63f/RedStone%20and%20Test%20-%2017w50a.zipTrue, mining make tone of particles (about the related issue linked to mine) but w/o mining, the redstone it self make alot of spike lag when updating.
MC-123584 has more information related to this issue in more detail.
This bug is more related to https://bugs.mojang.com/browse/MC-114618
ThanMC-123263
Particles will always make lag when there is too many...
*This issue in MC started from 18w10d.
So when lava or water is going to a flowing state, the observer normally detect the change and give a redstone pulse.
This behavior was very VERY useful for Compact Stone Generator and Tick-speeddelay.Now, because of the recent change with the water/lava update, the observer doesn't detect the updates from those.
Here is a quick view of what is happening now:
https://youtu.be/sM7fzp62V0E
*Accidentally left my micro off, no voice sound.I would really like to see this issue get fixed. Because if a release of 1.13 come out and this is not fixed, many and many many redstone build would be broken.
(By the way, this issue is NOW very related (not duplicate) of the bug report MC-107664)
*This issue in MC started from 18w10d.
So when lava or water is going to a flowing state, the observer normally detect the change and give a redstone pulse.
This behavior was very VERY useful for Compact Stone Generator and Tick-speed redstone delay circuit.Now, because of the recent change with the water/lava update, the observer doesn't detect the updates from those.
Here is a quick view of what is happening now:
https://youtu.be/sM7fzp62V0E
*Accidentally left my micro off, no voice sound.I would really like to see this issue get fixed. Because if a release of 1.13 come out and this is not fixed, many and many many redstone build would be broken.
(By the way, this issue is NOW very related (not duplicate) of the bug report MC-107664)
I am sorry to put that here, but i do not know where i could get in touch with a mod to re-open a "resolved" issue.
So once a mod will see this, could you please re-open https://bugs.mojang.com/browse/MC-98308 ?
Ironically the issue cameback 1 snapshot after my check and didn't check for a while...
*Just want to say it would be nice to have a pm system to message mods or something like that.
TwinShards: Then please attach the resource pack here.
TwinShards the main issue is not that mobs destroy these things but that mobs still destroy them when mob griefing is turned off
TwinShards (and others), please refrain from commenting if you don't have anything to add to the report
@TwinShards can you update the affects version? But I think this isn't fixed yet.
























redstonehelper, sorry but my texture pack is not repertoried in a site. it's custom by my self :3
But me i have put the affect version <3
Confirmed for 1.9 Realease. I tested.
It's the texture of the armor i use, no " Models " is needed.
The texture pack is there.
Still a bug in snapshots for 1.11
Checked in lastest snapshot 16w42a.
confirmed for 16w43a|44a
Confirmed for 1.11pre-1
*I feel the " steps " are a bit alot ... That is not like no one didn't know how to open his eventory lol.
Must be:
Steps to reproduce:
#1 Go in creative [GM 1]
#2 Spawn a Skeleton/Zombie Horse
#3 Now try to ride it...
I feel for me this work has intended, because those 3 thing are entities, If a creeper explode next to a lead... this would actually be logic to it to destroy (realistic)... Like for the painting, it will still destroy.
However Armor Stand shouldn't be damaged, because when peoples make nice & complex decoration with those it's would be annoying to see them being destroy.
This is not even a suggestion. I never said in anyway it was a suggestion, and i also clearly said i found that in 1.11 and i feel that doesn't work has intended.
Have you watch the video?
If i can teleport to there, they also can.
*No there is only 1 portal in each world.
^ FVbico actually the Wither Skeleton doesn't have a bow and he doesn't have the IA to use a bow has i know. So this wouldn't be needed for it i guess.
But yes i understand the id split did this miss fonction.
I don't really know how they could/would fix that...
Because the real reason of why the Signs does make frame rate fps drop is because each sign have a texture.
If there is 700 Signs... it's likely like spawning 700 zombie...
^ Suncat even if you jump to use Critical hit with a diamond axe sharpness 5, it's not enough.
I already know creepers don't have amors and yes i tried to Critical hit with a Sharp V Diamond Axe on a creeper and it went to 16/20 damage deal instand of atleast 18.
Suncat, have you please test it? ...Because you can't use sharpness anymore to make this achievement, i tested on all type ALL type of mobs. I had to use atealst Smite to make it. because Smite deal more damage than sharpness on undead mobs.
Ok then thank for the tip.
And sorry for the miss, i confonded 16 & 18 ._.
*My bad, miss readed the title of the video
Not fixed yet :|
Sorry it was just a misstake *
~Just so you know, this update for the log output was for making it work with modded minecrafts (Forge ect)
I also found the log output overload the Memory utile it crash. Or sometime it drop dramatically to only few MegaByte and it repeat utile it crash.
Here a screenshot of the Memory Overload a short time before it crash:
*The Log Output take more memory than Minecraft... Nice! ._.
Like the main post, at the end of the live of the log output, it was costing 1 heart of my CPU.
*You can attache this screenshot
Log Output overload the memory on it self utile it crash
http://image.noelshack.com/fichiers/2017/17/1493258679-bandicam-2017-04-26-22-00-08-549.jpg
Yes, this is fixed. I play with mods right now with no issue of cpu or memory overload !
~Bug Patched
------------------------
Edit: (NEW) The Log Output crashed but it took way more time before it crash.
Same sort of reason for the crash (msg from Window saying it stopped to work....)
It should be added to affect version... v2.0.934
Sonicwave, you are right. I'm playing in a server that at 100% sure that No Wither Boss has been spawn in the map (because i'm 98% of the time alone in the server [...]), however i already heard one of my parrot "imitating" a Wither Boss...
I feel this is a bug that should be fix because that is not normal at all to heard a Wither Boss sound from a parrot imitating it when there is no one around. (No Health bar present as-well) For sure meaning he is not enough close to be visible and this mean parrot shouldn't be able to imitate it.
The Lastest version of the laucher fixed the issue.
This can be change has "resolve"...
*Can't upload here... It told me it's over 10.00MB
It does 24.6Mo. (in Zip)
Want i upload it somewhere else? (But where)
I'm still waiting confirmation of where could i upload the world...
Can confirm for 1.12.2...
And i did a video to show:
https://youtu.be/XCTSDp0dXiM
This bu report is more likely duplicate of mine...
MC-123263Doesn't seem to still occur (18w08b)
[Mod] Michael, i'm going to check if the same "Client thread/WARN" happen aswell...
I confirm, this is issue is 100% related to this one. See below what the Log-Output was writing:
16:48:06 wj Client thread warn Something's taking too long! 'root.tick' took aprox 139.149578 ms
16:48:06 wj Client thread warn Something's taking too long! 'root' took aprox 185.002342 ms
16:48:06 wj Client thread warn Something's taking too long! 'root.tick' took aprox 122.662909 ms
16:48:06 wj Client thread warn Something's taking too long! 'root' took aprox 166.025208
Note: I noticed when the pie sort of " over load" it will only show the following:
the " Level" is suppose to be the Render
-Level: 85,00% 58.50%
gui: 15% 10%
unspecified: 0.36% 0,24%
Confirmed, 18w09a
My issue report is related to this one, and i'll update it when i check. I'll not confirm for further version.
I'm telling this was intended in the past " Because there is not enough lava"
And it's totally the same for Water.
However. I guess the best would be: when the lava/water can't be transformed, it would just get crush and be replace by the flowing master.
(Lava above water if can't make stone, lava crush the water block and because there is other water from the flowing water, it would make cobblestone)
And when lava can't make cobblestone it would get crush by water.
It's just my opinion.
Confirmed 18w14a/b
Side note:
Now from 18w10d to lastest;
The water/lava doesn't make block update to the observer because of the new Water mechanic.
I would be really pissed off if Minecraft 1.13 came out without getting this fixed!
It's so easy to make Stone Generator with 1 Observer :)
Last version with water/lava making block update is 18w09a
Here is a quick view of what is happening now:
https://youtu.be/sM7fzp62V0E
*Accidentally left my micro off, no voice sound.
@Neko. the reported "bug" of
MC-109829didn't got 'fixed' voluntary.It got 'fixed' though, it more like got buged at the same time of the water update behavior ...
I really feel someone like @Grumm or @Dinnerbone or else should say his word about this.
Yes, some, SOME peoples reported this feature. And it's only because they don't work really much with redstone, that is why they are complaining about the fac it does that.
Do you remember around 1.12, the Random tick update was patched on lava/water (because of the issue that lava/water couldn't be use with water to make Redstone clock but it was rapidly reverted because some lava/water in cave could stay static)
See this part of this video: https://www.youtube.com/watch?v=FVr28VwAOkM&t=124s
(up to 2:46)
So all for saying this doesn't not work has intended now and this must get fix.
By the way, why are you sticking my bug report has related to
MC-109829It's not related.My bug report is the total oposite of this one*
I just did a quick video, just to show you it doesn't even detect any block state changes (lava/water going to a flowing state)
https://youtu.be/DU192xbPOnM
Observers are supposed to detect block state changes, not random ticks And it's what it was doing before 18w10d.*
The observers was detecting the change from static state to flowing state. Now it doesn't not anymore. (It doesn't not detect even when it's visually going to a side flowing state)
The real issue with
MC-109829was the fact that water/lava kept going to a flowing state/non-flowing state, because the redstone behind the observer kept retriggering the water/lava front the observer.Here this issue is the fact that it doesn't even detect a single block state changes.
Still, a Static state and a flowing state are 2 different state. Which should trigger the observer.
@Muhammet_Kurt I'm not sure, builded a new gaming build. So i can't really tell if there is big lag-spike of death.
But with a bit of redstone ~25 redstone clocked with a comparator, i can still see a very low amount of lag-spike.
I will update affected version because i assume it is not fixed.
I will call this "Fixed" in the latest Minecraft 1.14 Snapshot: 18w45a
I have just check in 19w40a and it seems like the transparency is working while enchanted now.
It probably got fix with the new rendering.
This has somewhat been fix, going the opposite way.
There was a glitch where you couldn't open Elytra while having upward velocity. So in X snapshot for 1.15 you can open it much sooner.
So i'll say like Paul, this works as intended.
How would start flying if you couldn't even open your Elytra while on flat groud?
I have just re-check before the full release and found out in version 19w41a the bug is back and technically worst.
*The transparency is fully gone even on non-enchanted piece of armor.
Hi violine1101, i am sorry to put that here, but i do not know where i could get in touch with a mod to re-open a "resolved" issue.
So once a mod will see this, could you please re-open https://bugs.mojang.com/browse/MC-98308 ?
Ironically the issue cameback 1 snapshot after my check and didn't check for a while...
So annoying glitch. This issue has been a thing for i think, since the commands have been rewrite to be easier i do not remember in which version though.
Still present in latest 20w07
@Brain180 I mentionned in the 1.17.1 screenshot i could type with the font in prior versions and snapshots with a normal spacing. Yes that was kinda lazy for me to not provide a vanilla screenshot but i didn't want to potentially screw up my options and stuff.
Anyway MMK21 was nice enough to provide a vanilla version so Ty.