Pablete 1234
- pablete1234
- pablete1234
- Europe/Stockholm
- Yes
- No
if you use setdata on a chest to put items in it, the items cant be shift-clicked out. and if you put them in the hotbar and right click they dissaparear
try /blockdata ~ ~1 ~ {Items:[
{id:276,Slot:13}]} on a commandblock that has a chest above, put the resulting sword in your hotbar, and right click
if you use setdata on a chest to put items in it, the items cant be shift-clicked out. and if you put them in the hotbar and right click they dissaparear
try
{id:276,Slot:13}
/blockdata ~ ~1 ~ {Items:[]}
on a commandblock that has a chest above, put the resulting sword in your hotbar, and right click
Tab list"title?"doesnt update properlyTab list Headers and Footers doesnt update properly
when i enter to this server-side modded server ip: play.cubecraftgames.net tab list has a
kind of "title" and bottom(http://gyazo.com/d246112b4402151dda2a4a933897f6b1)
it's not fake player names, bcos it's in a different "box", the player oneis lighterthe bug is that when i log
goff, and log into another totally different server, or a vanilla one, it is still there! (http://gyazo.com/0e1b0a2e882530591248a7923f966b7b)ps: is it a title setting or something? bcos i dont exactly know what that is supposed to be, but i only saw it on cubecraft server
when i enter to this server-side modded server ip: play.cubecraftgames.net tab list has a header and a footer (http://gyazo.com/d246112b4402151dda2a4a933897f6b1)
it's not fake player names, bcos it's in a different "box", the player one has lighter backgroundthe bug is that when i log off, and log into another totally different server, or a vanilla one, it is still there! (http://gyazo.com/0e1b0a2e882530591248a7923f966b7b)
Tab listHeaders andFooters doesnt update properlyTab list headers and footers dont update properly
modded servers (bukkit/spigot)
Tab list headers and footersdont update properlyTab list headers and footers stay even when rejoining a diferent server
i am making a minigame, i have the "heavy redstone" at 0,0, and the gamefield is at 1000, 0, so the client does not have to load the redstone, well, there are some entities at 1000,0, but when i leave 1000,0, and go to 0,0, when i come back to 1000,0 none of the entityes "can be found", if i try to /execute on any of the entityes, the message is "that entity couldnt be found" and that appies for all the entit
yes (about 70) i also cant use /kill, i cant use any command on them, i must restart the server to be able to use them again (just /stop and reopening makes it all work perfectly fine)i am making a minigame, i have the "heavy redstone" at 0,0, and the gamefield is at 1000, 0, so the client does not have to load the redstone, well, there are some entities at 1000,0, but when i leave 1000,0, and go to 0,0, when i come back to 1000,0 none of the entityes "can be found", if i try to /execute on any of the entityes, the message is "that entity couldnt be found" and that appies for all the entities (about 70) i also cant use /kill, i cant use any command on them, i must restart the server to be able to use them again (just /stop and reopening makes it all work perfectly fine).
Workarround i am using right now:
detecting if the entities are there, but gliched (testfor with /stats = number of entities,set count count 0 & /execute @e ~ ~ ~ add count count 1, if the /stats says more than 1, but execute says 0 (bcos execute does not work on them), then just summon creepers with fuse:0, (other alternatives are: summon inst damage potions, summon falling sand with HurtEntities:1 and high damage value, or setblock lava if you feel like it, but that's slow))
if you have a spectator enter to spectate an entity, and the entity moves (in this case via tp, not tested in other ways), if you try to:
/execute @a[newx,newy,newz,r=2,m=3] ~ ~ ~ /sayhia command block just outputs it as error, because you are not at therse coordinages
if you execute it in chat, it works finewhat i think happens:
the command blocks are still tracking you like if you were on the original position, but you have been moved (via the entity you are ridding being moved)if you have a spectator enter to spectate an entity, and the entity moves (in this case via tp, not tested in other ways), if you try to:
(x1/y1/z1 = the pos where you started spectating, x2/y2/z2 = the pos where you are now)
/execute @a[x1,y1,z1,r=2,m=3] ~ ~ ~ /say oldpos
/execute @a[x2,y2,z2,r=2,m=3] ~ ~ ~ /say newposif you put that on a command block:
- it will always output [name] oldpos
if you type that on chat:
- it will always output [name] newpos
When running windowed mode, the framerate is unplayable (stuck @12-14fps) while on fullscreen mode it runs perfectly fine from 400-1200fps, wich i also belive to be a bug since i have vsync on and fps should cap to 144.
Same world, same settings, same everything:
Before pressing f11: https://i.imgur.com/NJWq6dP.jpg
After pressing f11: https://i.imgur.com/OcKHVNx.jpgWorth mentioning that after pressing f11 again (back to windowed mode) performance is alot better than it was before (~100fps) but then it only lasts about 5-20 seconds then it goes back down to poor performance.
Tried the same on an empty world (void preset) and i had rock solid 12fps on windowed, fullscreen made it 800, back to windowed 144fps, and after 5-20 seconds to 50, then slowly down back to 12.
Shift+f3 when on windowed says display_update.unspecified takes 80-85% of the resources, while on fullscreen it's 5-10%
all it says is root.display_update.unspecified is using up 83%
Added video as of 1.13 release: https://www.youtube.com/watch?v=iRSExpJ1yoA
The video freezes when i fullscreen (F11), but you can see in the bottom left graph how fps were much higher while fullscreened when i go back to windowed
Poor performance in maximized or windowed mode
When running windowed mode, the framerate is unplayable (stuck @
12-14fps) while on fullscreen mode it runs perfectly finefrom 400-1200fps,wich i also belive to be a bug since i have vsync on and fps should cap to 144.Same world, same settings, same everything:
Before pressing f11: https://i.imgur.com/NJWq6dP.jpg
After pressing f11: https://i.imgur.com/OcKHVNx.jpgWorth mentioning that after pressing f11 again (back to windowed mode) performance is alot better than it was before (~100fps) but then it only lasts about 5-20 seconds then it goes back down to poor performance.
Tried the same on an empty world (void preset) and i had rock solid 12fps on windowed, fullscreen made it 800, back to windowed 144fps, and after 5-20 seconds to 50, then slowly down back to 12.
Shift+f3 when on windowed says display_update.unspecified takes 80-85% of the resources, while on fullscreen it's 5-10%
all it says is root.display_update.unspecified is using up 83%
Added video as of 1.13 release: https://www.youtube.com/watch?v=iRSExpJ1yoA
The video freezes when i fullscreen (F11), but you can see in the bottom left graph how fps were much higher while fullscreened when i go back to windowed
When running windowed mode, the framerate is unplayable (stuck @20-40fps) while on fullscreen mode it runs perfectly fine at 144fps when vsync-limited, without vsync it goes up to 400-900fps.
Pre-1:Same world, same settings, same everything:
Before pressing f11: https://i.imgur.com/NJWq6dP.jpg
After pressing f11: https://i.imgur.com/OcKHVNx.jpgWorth mentioning that after pressing f11 again (back to windowed mode) performance is alot better than it was before (~100fps) but then it only lasts about 5-20 seconds then it goes back down to poor performance.
Tried the same on an empty world (void preset) and i had rock solid 12fps on windowed, fullscreen made it 800, back to windowed 144fps, and after 5-20 seconds to 50, then slowly down back to 12.
Shift+f3 when on windowed says display_update.unspecified takes 80-85% of the resources, while on fullscreen it's 5-10%
all it says is root.display_update.unspecified is using up 83%
Added video as of 1.13 release: https://www.youtube.com/watch?v=iRSExpJ1yoA
The video freezes when i fullscreen (F11), but you can see in the bottom left graph how fps were much higher while fullscreened when i go back to windowed
When running windowed mode, the framerate is unplayable (stuck @20-40fps) while on fullscreen mode it runs perfectly fine at 144fps when vsync-limited, without vsync it goes up to 400-900fps.
Pre-1:Same world, same settings, same everything:
Before pressing f11: https://i.imgur.com/NJWq6dP.jpg
After pressing f11: https://i.imgur.com/OcKHVNx.jpgWorth mentioning that after pressing f11 again (back to windowed mode) performance is alot better than it was before (~100fps) but then it only lasts about 5-20 seconds then it goes back down to poor performance.
Tried the same on an empty world (void preset) and i had rock solid 12fps on windowed, fullscreen made it 800, back to windowed 144fps, and after 5-20 seconds to 50, then slowly down back to 12.
Shift+f3 when on windowed says display_update.unspecified takes 80-85% of the resources, while on fullscreen it's 5-10%
all it says is root.display_update.unspecified is using up 83%
Added video as of 1.13 release: https://www.youtube.com/watch?v=iRSExpJ1yoA
The video freezes when i fullscreen (F11), but you can see in the bottom left graph how fps were much higher while fullscreened when i go back to windowed
When running windowed mode, the framerate is unplayable (stuck @20-40fps) while on fullscreen mode it runs perfectly fine at 144fps when vsync-limited, without vsync it goes up to 400-900fps.
- Pre-1:
Same world, same settings, same everything:
Before pressing f11: https://i.imgur.com/NJWq6dP.jpg
After pressing f11: https://i.imgur.com/OcKHVNx.jpgWorth mentioning that after pressing f11 again (back to windowed mode) performance is alot better than it was before (~100fps) but then it only lasts about 5-20 seconds then it goes back down to poor performance.
Tried the same on an empty world (void preset) and i had rock solid 12fps on windowed, fullscreen made it 800, back to windowed 144fps, and after 5-20 seconds to 50, then slowly down back to 12.
Shift+f3 when on windowed says display_update.unspecified takes 80-85% of the resources, while on fullscreen it's 5-10%
all it says is root.display_update.unspecified is using up 83%
- 1.13 Release:
Added video as of 1.13 release: https://www.youtube.com/watch?v=iRSExpJ1yoA
The video freezes when i fullscreen (F11), but you can see in the bottom left graph how fps were much higher while fullscreened when i go back to windowed
As of release 1.13, fullscreen does no longer go to 1000 fps, it stays at 144 (what vsync should make it be)


also add if they are inside blocks (i want the enderman inside barrier blocks, and it makes him teleport away)
if i need a block of air, why the ones with glowstone avobe are growing?
i would try to recreate it in vanilla, but i dont know what to search for, do you know what it is? a tab list title? idk, but the client shouldnt be able to display it if it hasnt been coded into it, so someone has to know what that is client-side
i dont think it's armor stands, it's called Headers and Footers, and they are in some spigot servers, and some bukkit ones, the thing is that it MUST be something mojang allowed to do, either intentionally or unintentionally, it's not an entity trickery, it's a "data" that the client knows how to read, and that some servers, know how to send
not fixed in pre 2
this bug is NOT FIXED, how can i mark this as not fixed? or should i open a new bug, with same text?
does that mean they can fix a bug, not release the fix version, and mark it as fixed? there should be a way to mark that (fixed but the fix version is not released)
i would mark this as working as intended, shift prevents you from falls that are 1 block high or more, for less than 1 block fall it does not prevent falling
Thomas S:it is fixed on pre-3,
PS: thanx dinnerbone
MC-73493 is a dupe of this, and it's not fixed, so mark MC-73493 as dupe, and reopen this issue
it still should calculate it when you click done, if not, when you just pass from mipmap 1 to 4 you are recalculating it 3 times, or vice-versa
fix this please, it's really annoying to make screenshots every thime you try to make a arrow (<<<<----->>>>) or whatever
by the way, this also happens if you summon entities with a custom UUID, and you use the command twice (before killing the other one) bcos there cant exist 2 entities with the same UUID, one gets "that entity cant be found", and the newest does respond to the UUID
Really annoying bug, really easy to fix, please MC developers fix this
nope, 0 villager, both in the chunks and all the world, i can guarantee there were no villagers in all the world, just slimes (invisibles + noai) and some armor stands
maybe it has to do with the NoAI tag?
Optifine fixes it in no time
it is fixeable
what i'm saying, is that if optifine can fix it, it is fixeable
Quote:
If it would be prohibitively difficult for you to make piston extension blocks feasible for use by mapmakers again, I would encourage you to add a new block with the same functionality that doesn't have the lag issues that piston extension blocks have had since 1.8.
Thanks for your time, and thank you for all of you work making Minecraft the great game it is.
________
it indeed would be nice to have that, a block that's empty, not visible, and prevents you from placing blocks there
PS: i do not like the idea of maps thay say: "to play this map you must use optifine or a silly MC bug will lag you so much you wont be able to play, but with optifine you will be fine"
the thing that bothers me the most is that i usually play vanilla only, no mods, but this has proven optifine to be needed for some stuff, bcos this can make the client multiply the fps's x 20 or more (from 20 fps's to 400)
this might be fixed, but now you can't stay on a server for longer than 24 hours, that can be considered a bug too, right?
could you test it with your mod + optifine on? im curious to see if optifine has this fixed
it's a localhost, shouldn't it be 512 MB by default? (i didnt use a custom run.bat, just the .jar)
Also: when doing this horizontally it's ok to do it for thousands of blocks, but doing it upwards crashes in a few seconds
I can confirm the latest launcher update fixed it for me
I've tested and issue is still present in 1.14.2 FPS go down to solid 16FPS when in windowed, and instantly set to 144 after pressing f11
As of 1.15, the difference between maximized and fullscreen is minimal, while generating terrain on a new default world i can get about 40-50fps on maximized, and about 45-55fps on fullscreen. On normal (non-stressed) situations both work fine.
(I consider the bug to be fixed)
This period (at least, on pre-2) was of 200 milliseconds, it's really easy to get tricked to sign something else.
Personally I believe only words written by you should be signed, and what you can do is let the server have an "alternative visualization" (formatted message) for the message which is what displays in chat, however, when opening the report screen you always see the original messages to report, and those are always the players' words that they have typed in.
This removes the need of the client signing arbitrary components sent by the server, as well as the whole need for chat preview feature, the main drawback is you can no longer show in chat if messages were tampered by the server or not (because any of them could be tampered, but probably aren't, and if they are, you would still be able to just see the actual message when trying to report, on the report screen). But i don't really see this as an issue because even with chat preview feature, servers which rely on editing chat messages can not actually rely on clients' text as the client (due to that delay, or disabling chat preview) could be sending the raw unmodified text, and the server will still want to apply the formatting, meaning it will just become invalid anyways.