neron
- Ripstikerpro
- ripstikerpro
- Europe/Stockholm
- Yes
- No
This was listed as fixed in the change-log for pre-6 , but still exists
- Tested in multiple superflat worlds
- all created in 1.12.2
- A Crash occurs every time
- Game is fine with pre-4
- An example of a bugged world is uploaded as bugreport.zip
I believe this is due to the 1.14 having a lot more lag compared to previous versions, thus making small desyncs between the player and the server more prominent.
I could be completely wrong, but it is I think a byproduct of the poor server performance in 1.14
Can you replicate this in a void world ? That way no entities are ticked and few chunks get loaded, since these cause the major performance deficits.
In the latest snapshot a dispenser can be triggered infinitely many times and collect honey to a bottle when facing a bee hive/nest ignoring the honey_level attribute of the block, although when a player collects it, the honey_level decreases, limiting the amount of times it can be collected.
How to replicate:
Place a bee hive or a bee nest and then place a dispenser next to it, facing the hive or the nest. Dispenser has to have glass bottles in it. After doing that, activate dispenser with a redstone signal, done! Honey can be collected indefinitely, even if honey level is at 0.
Java version - bundled with the game
OS info- WIN10 1905
This bug is best demonstrated in the video attached.
There appears to be an inconsistency to which blocks receive power when positioned under a top half slab (or other transparent block on which redstone is able to be placed), with active redstone ontop of it.
The expected behavior would be that no block positioned under the transparent block would be powered, however Droppers, Dispensers and Pistons do activate, while all other blocks, such as redstone lamps, trapdoors etc. don't.
neron I always dedicate 3GB RAM to MC, but still, some items wiggle up and down.
It seems to be sometimes a bit random though, e.g. in one world dyed leather armour didn't "wiggle" at all, whereas in another worldsave it did. No idea currently, why.
Affects 1.13-pre8. I'm pretty sure neron is incorrect, or partially, as I keep getting the same errors about "root" and "root.save" taking too long, even on a server.









Confirmed
Now provided a gif showing it in action
1.On the environment you write what operating system you have (eg.Windows 95) , what java version you are running (https://java.com/en/download/help/version_manual.xml to check) and what hardware your computer has (eg.graphics card , ram,cpu)
Can confirm , I got the uncraftable potion first try and it has the texture of a strenght potion , But this might be a placeholder for a future drop , keep that in mind
I'd like to add that when I tested this bug myself, when allocated 1 gb of ram the item would bob in and out of view , kinda liked switching between two items real fast. When I checked with more ram allocated , It would behave the same as the report above shows.
Double checked the change-logs to make sure , although husks change to zombies & drowned zombies In the bedrock edition, I do not think this has been ported over yet.
O can confirm that this bug is able to be recreated , but only in non superflat terrain. I Think it is closely linked to terrain generation or updating because It doesn't happen in void worlds
Can confirm for pre-release 2 and It appears both on windows and macosX. Probably linked ot terrain gen/block updates, because it doesn't affect void worlds
Affects Prerelease 4
affects 1.13-pre6
Unfixed in pre6
I've now attached an affected world
Attached a crash report from the latest pre-release 6
I can reproduce in pre-6
added a debug from the latest pre
can a mod reopen this now that there's a crash report from the latest snapshot ?
The game devs themselves have said that they will not be accepting bug reports for the debug stick , as it is not something meant to be used by normal users , but for debugging
Please attach a crash report , so it is easier for mods and devs to identify the issue and a way to reproduce
pre-release 7
Still exists in pre-release 7
After some digging, I concluded that it is server-side, so if the server loading is done by another machine the user will be alright. Also it is directly related to
MC-131540if not the same issueThis persists in 19w05a as well as 1.13.2
This can affect a large proportion if the user pool and it is quite inconvenient.
I was able to replicate this issue by forcibly causing the server's performance to drop to ~100ms per tick by using multiple mob collisions.
It was in a void world with minimal render distance in order to minimize variables.
Looks like this is indeed linked to server lag and client-server desynchronization.