Phillip Susi
- psusi
- psusi
- America/New_York
- Yes
- No
I can't find a specific reference now, but I'm sure I've always read that you want to build mob
spawners 24-32 blocks from where you wait, because mobs will not spawn closer than 24 blocks from you, and further than 32, they will despawn after a few minutes. From what I had seen in the past, this was true: standing just outside the spawn area in a mob farm would stop them from spawning. With the recent snapshots however, I have had mobs spawn directly in front of me ( 1-2 blocks distance ) while roaming around outside at night and instantly hit me.I can't find a specific reference now, but I'm sure I've always read that you want to build mob farms 24-32 blocks from where you wait, because mobs will not spawn closer than 24 blocks from you, and further than 32, they will despawn after a few minutes. From what I had seen in the past, this was true: standing just outside the spawn area in a mob farm would stop them from spawning. With the recent snapshots however, I have had mobs spawn directly in front of me ( 1-2 blocks distance ) while roaming around outside at night and instantly hit me.
Right click on a switch to flip it and instead it pops.
I have a monorail built out of half slabs with switches to power the rails. With today's update, right clicking on the switches on the half slabs causes them to pop instead of flip. Trying to replace them on the top of the half slab causes them to be placed upside down, and again, pops when right clicked. Placing switches on full blocks seems to work normally.
Flipping a switch makes it popSwitches on half slabs are goofy
The levers still pop off when toggled in 14w27b as Phillip Susi said, but this happens no matter if they are newly-placed or existing. Is popping-off the intended behavior?
It looks like you put the platform just above your head, which I suspect does not leave enough room for rainfall. Try raising it like 30 blocks above the ground.
Also, it looks like you used whole blocks. I used the half slabs, which may or may not be a contributing factor.
Is there a way to force it to start raining, or do I just have to wait for it to happen randomly?
Ok, it looks like the platform was just a coincidence, and the real issue was just some odd placement of a beach biome protruding into the taiga biome.
Happening here too on 13w16a.
Chunk loading may make it worse, but isn't required; I can stand right outside the fence and watch the little buggers push through. It may also happen more frequently at corners. Replacing the corners with solid blocks seems to have reduced, but not eliminated it, though sometimes the animals suffocate in the solid blocks.
Solid code analysis Markku. I thought I had seen them decay once in a blue moon, but it seemed too slow even for random world updates. The 75% reduction on top of that makes sense.
What is bukkit? I only play unmodded single player and have adult animals phase into walls all the time, most especially on reload.
Please stop submitting comments multiple times, and wandering off topic.
It may be worth noting that this is not limited to farm animals. Mobs also phase through blocks all the time. I have an xp farm where I frequently see spiders in particular phase through the walls, then snap back inside. It also happens with zombies, and I'm pretty sure skeletons, though now that I think about it, I don't think I've ever seen creepers do it.
I've seen it happen at ranges anywhere from a few blocks to 1000 from the spawn. Happens in new worlds too.
When generating the bounding rectangle from the position, why doesn't it check for a collision then, and if one is found, simply adjust the position slightly to avoid the collision?
"It has always been broken" does not equal "working as intended".
It appears that the generator attempts to avoid this by filling in blocks under the buildings. I have seen them spawn above a huge chasm in the ground, and the chasm is partly filled in underneath the building so it is supported. It seems that the bug in this case is that the floor was generated as gravel rather than cobblestone, which immediately fell down into the water below.
I keep getting Power IV + an armor enchant IV. This makes these books useless since only one enchant will help but the other needlessly increases the repair cost of the item. Please fix.
With the recent enhancements to fishing mechanics, being able to properly repair enchanted fishing rods is now more important. Please fix this ( after a year and a half? ).
The most annoying thing about this bug is that when they are all packed into the one house they are constantly opening and closing the door, the sound of which is maddening.
No, I think it was fixed in 1.7.0.
Grow your village to 20-30 villagers. If you have only 4 houses with 4 doors each, it's a bit hard to see. Get 10 houses with 6 doors each and you will find only most of them gather in one or two of them. I often build a few houses with 8 doors each to enlarge a village and find that most of them huddle in one of the original homes with only a single door. It is silly seeing a dozen people crowded into the 4 square feet in such a house. Destroy that one small home and they move to a larger one with more doors, but they still tend to mostly gather in one home instead of spreading out.
It happens both with naturally spawned and player created villages, though with the bare handful of villagers that naturally spawn it isn't as easy to see the problem, but it is there if you look for it. Each villager picks a door to be their "home" and tries to stand just on the inside of it at night. A good naturally spawned village might have 10 houses with one or two doors each and 5 or 6 villagers. If you watch them at night they always return to the same one or two houses and ignore the others. Of course most natural villages only have two or three houses and only 3 or 4 villagers, so you won't be able to tell there. Creating a superflat world seems to make more villages spawn, and spawn more houses.
Or a way to strip an unwanted enchantment would work too.
You have got to be kidding me. Where does it say this? If this is so, then the game shouldn't let you open it in an older version, or should warn you and make a backup copy.
That says that the snapshot may corrupt your world, not that you should never switch to an older version.
It is a snapshot for now... unless the bug is fixed, then it won't be a snapshot when 1.8 is released.
"It's a beta, expect bugs" is not the same as "It is perfectly normal to crash and eat your hard drive, don't bother reporting it as a bug so it can get fixed or anything".
Again, when this happens when you downgrade from 1.8 to 1.7, neither of which are beta, it will NOT be acceptable. I don't expect you to wave a magic wand and fix my broken world, but it is a bug that needs to be fixed and saying otherwise is stupid.
Of course I do... why is this so hard for you people to grok? It is a beta now, which is why we test and file bug reports so that they can get fixed before it is released as 1.8. Saying that bugs are expected in a beta and closing the report so it won't be fixed is counter-productive.
If the format has changed, then minecraft should detect that the file is a newer format, and refuse to load it, not open it, corrupt it, and save it back.
Invisible items include coal, fish, swords.
Since 1.7 deserts do seem to be quite rare. Every once in a while I will find a seed that spawns some, but most worlds you can fly around for 1000 blocks in every direction and not find a desert.
Villages have always been exceedingly rare. When you look at the spawn mechanics, it is pretty obvious why:
1) Villages can only spawn at certain locations based on the world seed
2) They can only spawn in plains and desert, and with deserts being nearly impossible to find, that rather limits the possible locations
3) The selected area that happens to fall in a plains must also be flat, or it won't spawn.
So as you can see, the stars must align perfectly to get a village to spawn, which is why it almost never happens.
You can see this fairly easily by creating a world in super flat creative mode and fly around. You will find a fair number of villages in super flat mode. Create the world with the same seed but not super flat, and virtually all of them go away since the site isn't flat. Instead of aborting the village spawn if the site isn't flat enough, it should be made flat.
No, this is not a duplicate. This bug is about villages not spawning, not the disproportionate distribution of biomes.
No, the biome does not matter.
Hair on fire much? Seriously, it isn't' that big of a deal... it only happens maybe 10-20% of the time or something. If it bothers you that much then revert to the previous snapshot, or maybe the stable release instead of betas.
From what I can see, I'd say this is finally fixed!
Over the last day or two I have taken a natural village and built up two apartment buildings with 6 doors on each side and two stories high and bred the population up above the 2 iron golem threshold, and they appear to be spreading nicely. There are often a number of people in the apartment buildings, but I would expect this given that they have so many doors. Before if they did decide to occupy such a building ( and generally they wouldn't since they all picked one building to crowd into ), they generally would all gravitate to a single door, but now they appear to spread around the building nicely, and there are still generally 1-2 villagers spread around in most of the other buildings as well. Almost more importantly, they no longer constantly slam the door open and closed!
To test for bugs of course. I wanted to make sure that it wasn't my video drivers or something that caused the glass bug, and maybe play without that annoying bug until it got fixed.
Again, says that the current version may corrupt your world ( which is understandable, bugs happen ), not that downgrading versions can ( which is entirely preventable; it should be able to see that the format changed and realize it doesn't support the new version ). It also won't apply when 1.8 comes out and downgrading to 1.7, neither of which are development version, will corrupt your world.
I think you used the word rayon ( a polymer fiber they make cloths out of ) instead of radius ( distance from center ). I didn't really understand this selector stuff in the change logs. Are you saying that those commands make your player automatically scoop up items within 80 blocks?
This is rather annoying when trying to explore the lower left corner of the map.
This is not a duplicate of 2963 since it has nothing to do with F5 or riding anything.
In recent snapshots this happens all the time; not just when riding or changing view.
I see this too with integrated Intel graphics. Will test later on my main machine with a Radeon. It is certainly new to this snapshot.
Yes, but the the Protection II should go away in favor of Blast Protection III. At least when placing the item with the Protection II in the sacrifice slot, the Blast Protection III already on the main item should be kept, and add the Unbreaking II from the sacrifice.
I'm not sure if I just had a run of bad luck or if that has changed in recent snapshots. I had created 2 or 3 worlds since 1.7 and didn't seem to find any, or hardly any deserts. I then created two new worlds in creative mode so I could fly around quickly and map a 1024 radius area and couldn't find any. Just forest after forest with some plains and occasional savanna mixed in. The last two or three survival worlds I created I had no problem finding some desert, though still, desert is the place I always find villages; never in plains.
Yes, that is how it should work, but not how it is working: the conflicting enchantment on the sacrifice item is being added, and replaces the better enchant that is already on the main item. When there is a conflict, the one that is already on the item should remain unchanged.
Oh nevermind... I must be mixing myself up. Too much minecraft lately on too many worlds...
This has nothing to do with
MC-2025.I have crafted, nor used dyes of any kind.
I'm talking about natural spawning mobs, not mob spawners.
I edited the description to be more clear since I did actually use that word, but what I meant was the dark room you build to spawn mobs in a farm, not the thing you find in dungeons. I've always found that being too close ( say, standing in the middle of the room ) prevented mobs from spawning, and I've never seen them spawn on the surface that close either, but recently I have had a few spawn right in my face.
Ahh, yes... I forgot it can be used as a dye.. I must have used it growing crops.
So if they are spawning on normal difficulty, is that a bug?
Yep, creeper did it to me in survival mode in 14w11b with a standard size portal. For some reason it also causes a heart of damage when I return to the partial portal from the nether, and I can't relight the missing portal blocks.
So there may be a confluence of factors that result in low mob spawn rates. Initially I noticed that no mobs would ever spawn on the island I spawned on that is in the middle of an ocean. Even after spending several days leveling the island to be flat at sea level, and exploring and lighting some caves below, I never had a single mob spawn on the surface, and saw very few in the caves below. After finding this bug and doing further testing in creative mode, both on fast and slow machines, I can confirm that on the slower machines, there are fewer mob spawns, as indicated by the entity counter in the debug window. This persists even after flying very high to force underground mobs to despawn, and then dropping back down. In addition, even on the fast machine, a mob spawning on the surface of the island is very rare. A dup of this bug I found first thought that the spawns were inhibited by moonlight, so I tried building a roof of wood above the island in creative mode to see if that would make mobs spawn. Instead I got mobs spawning on the roof, rather than the island below. Based on this, it seems that besides the speed of the machine lowering spawns in general, they still have a heavy tendency to spawn in underground caves, and dislike spawning on uneven terrain.
The world seed I noticed this in where it can easily be reproduced in creative mode is -9084881734462559969, and this is all with 14w11b, My fast machine is a sandybridge ~3.2-4 GHz quad core with a radeon gpu, and the slow machine is a celeron with integrated intel graphics. The slow machine averages about 15 fps, and the fast machine averages about 35. The entity counts on the slow machine were typically in the ~30-45 range, peaking at about 75, and on the fast machine, they generally stuck to around 100.
This is NOT a duplicate of
MC-2931.I don't know why boats cause such desync issues. I just pulled up to a weird house standing in the water on my boat, reached up and broke a block of the porch and the fence on top of that so I can place ladders to climb up. Each time I tried to place the ladder where the wood block had been, it changed back into a wood block. I finally got out of the boat and found I was several blocks away from the wood. The boat appears to drift off in one direction and when I swam over to it and tried to board, I could not. I quit and reloaded the game to find that the boat had in fact drifted off in the other direction.
When shutting down 14w20b on Ubuntu, there are several hundred of these errors that fill the scroll back buffer, pushing off any previous messages:
[23:13:41 ERROR]: java.io.IOException: Stream closed
This bug has been fixed. A mod should update the status.
That isn't valid villager housing Vit... you just have a bunch of villagers contained in a wall, with some random doors outside.
That won't help if this bug isn't fixed by then, and it looks like it won't be.
Apparently you are wrong, otherwise minecraft wouldn't be trying to play it and complaining that it can't.
Umm, no. I input no command of any kind whatsoever. I was just playing the game normally and got this error. I hadn't noticed it before so maybe they just added it in this last snapshot and forgot the sound file and to update the docs.
Please reopen this bug.
Whether or not you think it exists is irrelevant: minecraft thinks it should, and NOT due to anything I have done ( no commands, no mod packs, no nothing ).
How can it be due to anything I have done, when I have done nothing? You assumed that I gave some sort of manual command to play this sound, when I did no such thing, and do not even know what command that would be. There was nothing else of interest in the logs besides the usual loading/saving, and errors about missing mob.witch.idle, which is reported already in another bug.
Wrong. If the map cap were hit, then you would have a normal spawn amount. Just because they are on the other side of a wall so you can't see them does not mean there is anything wrong with the spawn rate. The issue here is that the map cap is never reached because the mobs aren't spawning in the first place. Also mobs will despawn anywhere over 2 chunks away anyhow.
More importantly, when you try to flip the switch it pops off instead of switching. This impacts all existing switches on half slabs.
Also when you break a block into a lava room, the lava flows out and kills you even though you can't see it, and when you drop a bucket of water, it pushes you away, but you can see no water.
No Marcono, that's not right. From your screen shot it appears that you spawned like 1000 villagers in creative mode with only 2-3 houses and so they just have nowhere to go. The number of villagers should only be about half the number of doors. In other words, if you have 10 houses with 2 doors each, spawn 10, maybe 12 villagers, and see if 5 or 6 of them crowd into a single house with several of them being left empty.