Robin Hood
- Robinhood
- robinhood
- Europe/Stockholm
- Yes
- No
Tested at the current snapshot 14w11a, noticing a boat breaking, travel distance about 7 blocks. speed is about 2 blocks p/s.
Imo boats break way to easy, and this is also buggy and not consistent, which is very annoying especially above water.This is the same for basically every version released.
Why do boats actually break into items, minecarts don't.
Wouldnt it be better for boats to drop as an item instead, like a minecart?
This will save to much annoyance, and will make it more consistent with minecarts and also saves a lot of unnescesarry bugfixing with boats.
boat breaking
boat breaking
Tested at the current snapshot 14w11a,
noticing a boat breaking, travel distance about 7 blocks. speed is about 2 blocks p/s.
Imo boats break way to easy, and this is also buggy and not consistent, which is very annoying especially above water.This is the same for basically every version released.
Why do boats actually break into items, minecarts don't.
Wouldnt it be better for boats to drop as an item instead, like a minecart?
This will save to much annoyance, and will make it more consistent with minecarts and also saves a lot of unnescesarry bugfixing with boats.Tested at the current snapshot 14w11a, but is basically applicable to any version.
In this snapshot noticing a boat breaking at a decent travel speed, colliding with a block.
The travel distance is about 7 blocks, with a speeld of about 2 blocks p/s.
Imo boats break way to easy, and this is also buggy and not consistent, which is very annoying especially above water.
Its even worse in mp.Why do boats actually break into items, minecarts don't.
I personally dont see the reason why boats break anyway.
Wouldnt it be better for boats to drop as an item instead, like a minecart?
This will save to much annoyance, and will make it more consistent with minecarts and also saves a lot of unnescesarry bugfixing with boats.
Tested at the current snapshot 14w11a, but is basically applicable to any version.
In this snapshot noticing a boat breaking at a decent travel speed, colliding with a block.
The travel distance is about 7 blocks, with a speeld of about 2 blocks p/s.
Imo boats break way to easy, and this is also buggy and not consistent, which is very annoying especially above water.
Its even worse in mp.Why do boats actually break into items
, minecarts don't.
I personally dont see the reason why boats break anyway.
Wouldnt it be better for boats to drop as an item instead, like a minecart?
This will save to much annoyance, and will make it more consistent with minecarts and also saves a lot of unnescesarry bugfixing with boats.Tested at the current snapshot 14w11a, but is basically applicable to any version.
In this snapshot noticing a boat breaking at a decent travel speed, colliding with a block.
The travel distance is about 7 blocks, with a speeld of about 2 blocks p/s.
Imo boats break way to easy, and this is also buggy and not consistent, which is very annoying especially above water.
Its even worse in mp.Why do boats actually break into items.
Wouldnt it be more logical for boats to drop as an item instead, like a minecart?
This will save to much annoyance, and will make it more consistent with minecarts and also saves a lot of unnescesarry bugfixing with boats.
The tripwire hook displays uncorrectly in the inventory as well as dropped item as shown in the screenshot.
Its pretty self explanatory.
Tripwirehook item has wrong texture + model in inventory/dropped
When exiting a minecart, and the NW,W,N,NE and E directions are blocked, it won't exit the player in the S,SE and SW direction even if there are no blocks.
It results in the player spawning above/centered from the minecart, even when there is a block above it.
So, the logics doesnt seem to check every direction, but stops halfway.
Also the order is not clockwise (just a detail), but is: North West, West, North, North East....This is tested in 1.7.5 - 1.8 snapshots.
In the screenshot, the red and green color show the exit pattern.
Red = Player will never exit here
Green = Player exits on these blocks if there is roomWhen exiting a minecart, and the NW,W,N,NE and E directions are blocked, it won't exit the player in the S,SE and SW direction even if there are no blocks.
It results in the player spawning above/centered from the minecart, even when there is a block above it.
So, the logics doesnt seem to check every direction, but stops halfway.
Also the order is not clockwise (just a detail), but is: North West, West, North, North East....In the screenshot, the red and green color show the exit pattern.
Red = Player will never exit here
Green = Player exits on these blocks if there is roomTested:
- Version: 1.7.5 - 1.8 snapshots.
- Gamemode: Creative & Survival
- Changing track direction doesnt make a difference.
Playerdoesnminecartexitin S,SE,SWPlayer cannot exit minecart in S,SE,SW direction
Player cannot exit minecart on blocks in S,SE,SW direction
Upon loading a new world in 14w28b, it seems only the initial chunk is loaded with textures, but moving on to the next one, no texture loads.
When I toggle "Alternate Blocks" on or off, it reloads and the textures show.
Having the option on/off doesnt affect it.Currently I have to load the textures manually for each chunk, by toggeling the "Advanced Blocks" button.
Upon loading a new world in 14w28b, it seems only the initial chunk is loaded with textures, but moving on to the next one, no texture loads.
Doesnt seem to load at all.When I toggle "Alternate Blocks" on or off, it reloads and the textures show.
Having the option on/off doesnt affect it.Currently I have to load the textures manually for each chunk, by toggeling the "Advanced Blocks" button.
As seen on the screenshot attached, the torches (models) seem to be mirrored along a sertain axis, and dont "seem" to be attached to the block it should on village lanterns.
Replacing the torches works as it supposed to.
So, it seems to be a generation issue.
As seen in the attached screenshot, this village house has generated roofblocks/stairs rotated 90 degrees the wrong way.
So are the blocks in the Inventory.
In the hand, the blocks show normally.
Placing
dry sponges in creative mode, as seen in the screenshot at some point they dont render, but they are there.Placing blocks all ove this area, as seen in the screenshot at some point they dont render, but they are there.
Dry SpongeBlocks dont render texture glitch
Placing blocks all ove this area, as seen in the screenshot at some point they dont render, but they are there.
EDIT: Toggling the "Alternate Blocks" option on/off rerenders the blocks well.
The confusion is that, the chunk seems to been rendered well, as the river and desert shows normally, but the air blocks are bugged.
Unable to toggle inventory off (exept esc button).
Unable to toggle inventory by one assigned button (default).
Reason unknown...Unable to toggle inventory by one assigned button (default).
It works again after changing tabs in the inventory menu.Reason unknown...
See screenshot
.See screenshots
Terrain generation bug (half a hill next to plains)Terrain generation bug (forest + plains chunk dont merge naturally)
Im trying out newly generated worlds.
This problem didnt happen before in this snapshot.Im trying out newly generated worlds.
Toggling VBO off, makes the loading and playing unbearable (0-6 fps).
Starting the world with vbo on, seems to run super smooth.While ingame, toggleing VBO from off to on, scews up the fps with 0-6 to above 100 fps.
Suddenlag spikes and enormous fps drop from 0-8 fps.VBO lag spikes and enormous fps drop from 0-8 fps.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling fast, it looks like something small if flashing below me, instead of seeing a expected swing.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.Maybe its just me, but for older players or not even, it might cause headaches.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling fast, it looks like something small if flashing below me, instead of seeing a expected swing.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.Maybe its just me, but for older players or not even, it might cause headaches.
Quirky tool and weapon animations (draw delay)Quirky tool and weapon animations (attack strength feature)
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling
fast, it looks like something small if flashing below me, instead of seeing a expected swing.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.Maybe its just me, but for older players or not even, it might cause headaches.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your tools do its job and hit the blocks as you expect.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your
tools do its joband hit the blocks as you expect.I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your swing and dig and hit the blocks as you expect.
Now tools behave like spam clicking basically, eventhough you are not.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your swing and dig and hit the blocks as you expect.
Now tools behave like spam clicking basically, eventhough you are not.
- Why not only let it affect weapons, and leave the tools as the were, and make them have very low damage to players.
I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your swing and dig and hit the blocks as you expect.
Now tools behave like spam clicking basically, eventhough you are not.
- Why not only let it affect weapons, and leave the tools as the were,
and make them have very low damage to players.I feel that the tools and weapons animate very quirky and confusing.
When striking a sword, you can hardly see the strike, in comparison to pre 1.9.The Sword looks like it gets drawn/holstered like a cliche cowboy holsters his gun, and flips it on his finger, its quite weird for a sword imo...
Same with the tools, they move so fast you can hardly see what you use, and makes it almost visually useless.
Also the transition is very akward, it feels more like it pops up with a weird twist.
Example, while shoveling (holding mousebutton like normal), it looks like something small if flashing below me, instead of seeing a expected swing/dig.
The draw delay is so high that it doesnt have time to draw upwards, and yet you are able to shovel blocks of dirt very fast, and that is to me very akward and confusing.This "flashing" and akwardness, imo takes away the visual fun of hitting with a sword, or digging with your shovel.
And the tools are to much negatively affected by the PvP focus.The animation of the tools, make the game fun, and especially rewarding, by farming, digging, mining, etc. by watching your swing and dig and hit the blocks as you expect.
Now tools behave like spam clicking basically, eventhough you are not.
- Why not only let it affect weapons only, and leave the tools as the were, for work only, not fighting.
I created a new fresh world, and right after i died (few mins in game, and within the spawn chunk too), it started to lag extremely, and the lag stayed.
Before I died, the game run very smooth, just untill i died it went off the scale.
And It appeared to gotten worse after following deaths.
- Possibly related: Mobs started turning invisible after the respawning, and framedrop.
EDIT: Game output, attached as requested.
Mobspawner doenstspawn mobsMobspawner doesn't work/spawn mobs
Found a (zombie) mobspawner in Pre-Release 1, torched the spawner, then in Pre2, removed torches, and now nothing spawns.
I have had creepers explode under situations without player interaction, or triggering.
This causes structures, and landscape, even even PROTECTED areas, walls, and CHESTS, to break and destroyed, and loosing any valuables, blocks, etc. despite all the defensive effort put into it, and even without any knowlege of it happening.
Basically at anytime, you can sit "safely" in your house, and then be blown to pieces because a creeper exploded on you, without you triggering him.
I have had creepers explode under situations without player interaction, or triggering.
ADDITIONALLY: It involes big lag spikes or freezes.
This is where skeletson shoot creepers and then the creepers explode.
It might be both the skeleton new AI/movement together with the Creeper AI/Exploding, that causes it.
The lag does seem to happen when skeletons are fighting eachother, and/or creepers.This generally ends up thinking the mobs are still far away, and then they suddelny are in your face, and you are dead, and all items are gone.
This is a serious issue.
The Skeleton Ai, has severely impacted stability, of the game (lag, glitching through blocks, not able to hit them, moving around incredibly fast and walk around you).This causes structures, and landscape, even even PROTECTED areas, walls, and CHESTS, to break and destroyed, and loosing any valuables, blocks, etc. despite all the defensive effort put into it, and even without any knowlege of it happening.
Basically at anytime, you can sit "safely" in your house, and then be blown to pieces because a creeper exploded on you, without you triggering him.



























"but the boats breaking into items is logically, because the boat actually shatters when it hits land so fast."
I get your logics, but the thing is that its also buggy and not always consistent.
Also it isnt consistent with any other objects in the game, a boat is the ONLY item/entity that breaks into pieces upon collision.
It is a nice feature on its own, it just doesnt work as it should.
I can sortof live with the crash and break, but it is to sensitive, and it has been "fixed" over and over and still isnt right
That already says alot about the functionality.
So, as compensation why not drop as an item, unless Im one of the few who dont really see the fun or use in breaking.
I think this will just make the game more polished and consistent
I can also confirm this.
I can confirm this behaviour.
It does get the correct slab back when "pick block".
Pointing at a double brick slab.
this seemed to happen to me too, although visually it fell on the floor, and there it dissapeared.
Confirmed for 15w36c
Please Fix this.
I can confirm this.
It happened to me when i loaded a fresh world, and died a few times (within 5 mins or so).
What happened was that I got killed by creepers and skeletons, without seeing them.
Edit: Entities became invisible after first death (following a new chunkrendering).
Note: Also, the game got extremely laggy after respawning.
EDIT: This time the game crashed after going to the main menu, and re entered the world. (only saw the background and then it froze, which never happened to me before).
Ive added the gameoutput.
Confirmed for 15w37a.
Note:
"placing blocks", seems to be fixed.
Now this still remains:
It's very strange, this time the frames got locked at around 20 fps, where as before it went up again, but still unstable.
I did kill myself by kill command, from a visual distance from the worldspawn.
EDIT:
After a few tests, I noticed the fps go as low as 1-9 and then slowly up to around 20, while respawning after death.
And especially while respawning a few seconds in between each death.
The game really struggles to catch up, which never happened to me before with my specs in any game.
Note: Attached crashreport.
Sure, but that Fix states its because of Resource packs, which I am not using.
Also, the game should run with more memory by default in that case right?
The world was loaded once, and only maybe one chunk.
Also on 1.8.3, this world load incredibly stable, with the same conditions and situation.
With also the same memory usage.
No, the memory usage is steady at around 20%, while the framrate situation persists, even after reloading the world, the memory usage stays the same.
However, for the first time Minecraft crashed and froze my computer for a moment, while alt-tabbing.
This hasnt been the case in any snapshots before, and also didnt ever occur since the 1.8 versions.
Few notes:
It's the typical Nvidia bug, where the video driver crashes. (I do hope this doesnt come back in 1.9, for 1.8 was finally stable
I will add the log of the crash: "Minecraft_15w37a_GameOutput_NvidiaCrash.txt"
Confirmed in different test setup.
1) Create world (flat preset: void).
2) Spawn any mob (multiple mobs), and place any item(s).
3) Get killed (any kill).
4) (Click) respawn
All entities are invisible, incl. mobs.
confirmed in snapshot 15w38a
Confirmed yet again for 15w38B
Bump, still bugged in 15w38b
Something is wrong in this issue:
1) Status "fixed" is untrue, for the issue still exists in 15w38b.
2) "Future Version - 1.9+ ", don't make sense, for it's NOT fixed.
Situation:
Load new world > get killed > respawn.
Resulting in invisible mobs.
Confirmed (normal generated world).
Note: It appears items however seem to be visible (yet havnt tested all), but mobs are not.
Thanks Pokechu22 for taking over my thread, and have it fixed!

I am so happy
Confirmed: 15w39c
Items and mobs dissapear.
Confirmed: 15w39c
Situation: place 3x3 solid blocks, stand in middle, place itemframe(s), while removing them, they instead drop in the open area, they fly to the "roof".
Attachment (screenshot), added.
The first (enclosed space), is where he just basically walked through the walls.
The second one, shows a situation where a skeleton CAN pass through (and not be obstructed by the trapdoor), yet the other mobs can NOT.
As of 1.8 no mobs could pass through, yet somehow skelletons CAN, since they have there AI changed and run a round like crazy.
Generally I look on there heads, but in the case when he doesnt get aggro, I even get closer and/or further, and look at every part of the body to trigger him.
No, the dogs are in the boats standing at all times, and the offset looks like it should and doesnt change.
I see a most likely same behaviour in someone's youtube video:
https://www.youtube.com/watch?v=866MwSnBNr0
Added screenshot to the behaviour (and screencap from the video).
In this example, the dog burns, despite (visually) still sitting in the boat.
I just heard my friend mention this too, that her skin looks different.
It seems to be this issue, Ill try to get a screenshot (its not on my end, but hers as it seems).
Confirmed for 1.9.2
1) Minecarts in dungeons with a chest after broken, is called "Minecart with Chest".
2) While a minecart is crafted, it is called "Minecart".
3) When placed on a rails, and then broken, its called "entity.etc.etc.".
This is new behaviour i havnt seen ever, just after 1.9+.
So the fact you dont see players riding horses is "as intended" according to the explenation below????
This has nothing to do with player being invisible, as also mobs riding other mobs dont turn invisible, yet players on horses do.
duplicate explenation: "Mobs riding other mobs overwrite they're ai, all mobs on a stack control the behaviour"
surely, this has been linked to the wrong same issue....