Samuel Klumpers
- SamuelJIRA
- samueljira
- Europe/Stockholm
- Yes
- No
In 14w08a i just discovered a bug whereby Minecraft crashes when i opened a commandblock.
I'm not sure how to recreate this bug or if it actually is linked to commandblocks, but this is what happened:
I was playing around with commandblocks set to a command like/clone 1112 0 112 1117 21 122 ~-2 ~-12 ~-5 replacei selected a region bigger than 4096 blocks total so i split up the clone command into two commandblocks.
after i did that the some parts of commandblocks began to shift and various other commandblocks got triggered, so i can't really tell whether it is the /clone command, the /tp command, the /testfor with a target with rx, rxm, ry and rym, or if it even is a command inflicting it.
after this i just tried to open a commandblock to fix it and the game just crashed.
I've put a crash report in the attachement if you would need it.
To me the crash report looks really short actually and its nothing I really understand.I don't think this has too high of a priority because to me the crash sounds kind of random and after I tried to recreate it nothing really happened.
Description: Unexpected error java.lang.ClassCastException: arn cannot be cast to arl at ame.a(SourceFile:66) at bon.a(SourceFile:279) at bdq.aj(SourceFile:1246) at bdq.p(SourceFile:1590) at bdq.ah(SourceFile:791) at bdq.f(SourceFile:745) at net.minecraft.client.main.Main.main(SourceFile:121)
I think this is just intended as you can't push melons and pumpkins with pistons.
You have a random whitespace in the middle of the command, after the last ~5. Fixed:
/execute @e[type=Player,name=clapynick] ~ ~ ~ /fill ~5 ~-1 ~5 ~1 ~-1 ~1 stone
If you want to prevent your future commands from not working due to whitespaces, avoid your up and down keys!
When I use this command:
/execute @e[type=Player,name=clapynick] ~ ~ ~ /fill ~5 ~-1 ~5 ~1 ~-1 ~1 stone
in the chat it works, but when I put the exact same command into the command block it doesn't work, I have attached a video to this so you can see clearly whats going on. (That's only if it lets me submit it)
Confirmed.
Samuel Klumpers: It doesn't work with 16 either.
Samuel Klumpers: No, the sword adds 7.5 hearts to your fist damage, which is 0.5 hearts. If the total damage was 7.5 hearts, the spider wouldn't die the first time.
Cannot confirm, see screenshots.
You probably have some invisible control characters in your command.
Try copypasting this:
particle reddust ~ ~ ~ 2 0 0 0 300
@Samuel Klumpers: There is no need to put a / as a command escape in front of the command (the command block won't chat if you omit that...)
Samuel Klumpers like I said in MC-80973 ArmorStand have always pretermined pose values. So they are never 0.
John Dame The values are floats. The data structure I provided is the one you recieve when using /entitydata.
I think that's Samuel Klumpers's point. Why have you created two issues about this? The Motion tag doesn't represent the final velocity of an entity, but instead stores the results of the various forces acting on the entity that accelerate it in different directions. Most entities are constantly being subjected to gravity, and thus have a negative Y motion. Minecarts on rails, however, are handled differently, and the normal gravity calculations are disabled for them.
delete your modpacks since your crashreport contains a whole list of downloaded mods, or maybe it is because of the server using mods.
don't use your resource packs until the maker updates them, since resource packs are basically not made for snapshots.
Could you look whether the hoppers are directly pointed at another chunk, this could cause the hoppers to load ( or prevent ) the neighbouring chunk they are facing to ( from unloading ).
it could also be because its a mob grinder and a lot of mobs get spawned when the spawning range hits the grinder.
and i actually meant, look for hoppers right at chunk borders facing the chunk next to that border.
I'm using a macbook, for me it also enters Function.
this is not actually a bug
this probably is because of the /setblock ~1 ~ ~ redstone_block command is triggering before the /setblock ~ ~ ~1 air command.
to solve this you might want to use a /fill clock filling a area expanding to positive x the same commands but then in the /fill format, then you've got to place the commandblock containing the /fill ~1 ~ ~ ~2 ~ ~ redstone_block on the second redstone block in the positive x direction to make sure it runs as the second command.
The same happened to me in 1.7.2 when using "@a[name=!Name1,name=!Name2]" so that it pointed to everybody except Name2.
This is partially a bug, the one half is already reported and the other is no bug.
The things you mentioned happen because /summon FallingSand ~ ~1 ~.
1. has no time given.
2. has no ID given.
3. there is a bug whereby FallingSand is invisible when summoned and hasn't hit the ground yet, and 4. the FallingSand you just summoned immediatly starts falling, so the FallingSand moves downward when actually on top of a block, after that the game should realise that it should stop falling. But its already in a block so if it does stop, the block is destroyed.
I think update 51 is the right java. But if you discover a visual bug, always try updating or checking if your java is the right update. You can run the checker tool on the site of java to confirm update 51 is the latest update.
make sure to include "score_example_min=1" so that only a player with a score of one can be found, and not one with a score between -alot and 1.
After some experimenting i discovered that this bug occurs when a area of commandblocks is cloned and opened briefly after the cloning process. The commandblock that i opened and probably triggered the crash contained this command:
This is a feature. The clipping though is a bug, maybe you should make a separate report for the clipping issue.
This is a bug. But to use selectors properly for selecting players, "@a[name=clapynick]" should be used to select a player, not "@e[type=Player,name=clapynick]".
Add a crash report or a forced crash please.
If you want to prevent your future commands from not working due to whitespaces, avoid your up and down keys!
This is no bug, the sword is actually dealing 7.5 hearts of damage since "Operation:0" sets your total attack damage (not including strenght potion effects, etc.) to "Amount:15",
to fix this replace 15 with 16.
Could you add a real description to this report?
what is the length of the objective you used for this?
The clock with the commandblock attached to it seems to also slow down the other two clocks.
You could attach some of your system specs (maybe because of the snapshots testfor commands became way more memory intense and your computer doesn't have quiet enough ram). And you could also look whether the chunk the commandblock is testing for is already loaded when near these two clocks (otherwise the commandblock could continueosly load and unload the chunk which is possibly causing these slow ticks).
This possibly happens because if the arrow passes trough the portal it actually no longer is shot by somebody, but just summoned by the portal using the exact same NBT.
In short, the arrow is no longer a pvp shot when shot trough a portal.
This is probably intended. Because a dispenser can dispense item, so without a water (or lava) source block in front of it it will actually shoot a bucket.
You might want to try and keep the other chunk loaded so you can't lose your bucket because of this (try getting a hopper next to the dropper in the same chunk, directly facing the other chunk to keep it loaded). Otherwise you can try to move the dispenser back by one block so the source block and the dispenser (with the bucket) are in the same chunk so it can't dispense the bucket.
Make sure the mac your hosting your server with has approximately 6 (or even more) GB (RAM), otherwise you could try to use two computers to make this work faster again (normally a computer shouldn't used for hosting and playing minecraft at the same time, though a computer with better RAM could be used for such purpose).
This is because every (i think almost every) AI in minecraft sees an trapdoor always as a solid block, since solid blocks can't let rain trough, trapdoors also won't.
Trapdoors are considered a solid block by every mob. So they think they can't fall trough even though the trapdoor is open.
It is intended, and i think mojang actually had said it is no longer considered a bug but a official feature of minecraft.
Maybe you can solve the problem for yourself using the Item tag to prevent the console from outputting these messages (Use "
{Item:<ID>}").
Could you rewrite your description more clearly?
Not happening for me though.
Try replacing all the villagers, because villagers from previous versions can't pick up items (such as potatoes).
Try replacing
with
.
Try /tellraw and surround the text by quotes.
Well the breaking is very annoying indeed, but the boats breaking into items is logically, because the boat actually shatters when it hits land so fast.
Intended i think, right?
Feature, but it could be changed later on in the process of the new minecart physics.
This is a bug, but could you please rewrite your description and check for spelling mistakes?
This is a feature and Mojang is still trying to make it work more realisticly (properly).
Could you try shooting a lot of arrows in a row out of a boat. Just to make sure you aren't hitting the boat itself.
Probably a feature for years already.
Intended, but it still is inconsistently, Mojang is still working on this.
Already fixed and is an duplicate of
MC-50572.The enderman is not really tracking you but becomes more focussed on you than on the endermite when in your vincinity (if in survival or adventure mode).
With the new models, you can't (shouldn't) make solid opaque blocks not full or not opaque.
This is a feature, no bug and already worked in earlier versions of minecraft (i'm not quite sure about that last one, you could test it).
Please add some more information into your description.
Maybe your computer has not enough GB RAM to handle all the endermen tracking the endermite (fast enough to make it not lag), could you also note your Java version installed below the Environment label.
Could you please rewrite your description and look for spelling or grammar mistakes.
Maybe you are causing the piston to extend by powering it diagonally, to look up more information about that, go to the minecraft wiki and look up "BUD detector".
Try connecting it up to a commandblock to make sure it doesn't output a signal too short for a piston to pick up.
Maybe you are causing so much lag by killing all the silverfish in a that large area that the clock seems to freeze whilst you are actually delaying ticks.
Could you please rewrite your answer and look for spelling errors.
And you shouldn't use models for making a full opaque a not full opaque block.
One last question, could you make sure you are using the 64bit version of Java.
And could you include a force crash report (F3+C for 10s)?
I think this is intended, could you test this in a single player world or could you try making your roof 2 blocks thick to prevent the rain from falling/draining through.
Maybe this is an side effect of the mob AI changing from passive to aggresive when you are coming close?
Could you please attach the crash report or the console output?
If the keeping of inventories isn't an issue, try deleting player.dat files.
I can confirm.
Thats no problem right?
Maybe Mojang even intended this.
Could you test if this is also a concern without using a resource pack?
Try adding an actual value to the clickEvent.
I don't know if it leaves trails in logs. But could you please attach the console output just to make sure?
Should it break actually?
I'm not experiencing this issue, are you sure you have the latest Java installed?
I did some testing and this came out.
In creative if an item is selected in the hotbar and "q" is pressed, the item will be thrown but not duplicated.
With an open inventory screen and one or more items in the hotbar and pressing "q" whilst hovering over the item and whilst another tab than the "Survival Inventory" selected, will delete the item.
The same but with the "Survival Inventory" open and the item in the "Survival Inventory" or the hotbar will duplicate the item thrown.
All of this doesn't seem to occur in Survival Mode.
The same happens to me, it says "rendering entity in world"
Here is a crash-report.
The problem persists after reloading the world, making it unusable.
The same happens when picking the flower without "Ctrl" but gives you a flower without NBT data.
Intended and involves previous versions too.
I'm not experiencing anything like this.
I don't have this problem, what contraption do you use? Do you manipulate the button with commandblocks or is your contraption so big that you're experiencing heavy lag spikes each time you hit the button?
And also how much MB has Minecraft allocated?
They don't, they just become invisible.
I think you will see the same effect when summoning a flying arrow.
You do not have the latest Java installed, maybe if you update Java you won't see this anymore.
Works as intended.
You are using the NBT tags incorrectly.
You can do this to get it to work
/summon ~ ~1 ~ FallingSand {Block:command_block,Time:1,TileEntityData:{Command:"/say Hi"}}This is because the "Command" tag is a tag which needs TileData to be stored in,just like a chest.
I think you do not have the latest Java installed or you have the dev kit installed, try reproducing the bug with the latest normal Java version.
Probably intended, to avoid this issue, use a bow and arrow as this doesn't send your dogs after the zombie.
Just a question, the time buttons and pressure plates pulse isn't really random, is it?
Also repeaters are effected by this, pretty cool if this is a real feature.
What were you doing before the game crashed?
Not that it is relevant to this issue, but i don't think circuits will be messed up because every redstone component works faster.
Sorry, i think this ticket is invalid.
I think your resource pack is causing the redstone to be oriented incorrectly. Please try to re-create this bug using the standard resource pack.
Weird. Try putting a "/" before the command in the commandblock.
This ticket isn't invalid, as it pertains to a Minecraft server.
Please change the issue title to a more informative name.
Also try searching for other issues with a report like this because i think it might be and duplicate of an issue i've already seen.
I breaks after a while and I think this is intended, like itemframes stay a little while when the block behind them is removed, because the leash knot is (NBT) tied to the mob and so is actually a mob (or entity).
Not intended and a duplicate of an issue I've seen. Please search for other issues before posting one.
This isn't invalid, as it pertains to a Minecraft server.
And, nothing relevant to the issue but, if the Nether is disabled why do you have a portal in your server as you can't use it.
A lead is a part of a mob and is an entity, like an item frame, so it can't be pushed like a fence can.
Probably not intended as water renders over more things and animations.
Well, your resource pack isn't really broken, but the snapshot broke your resource pack.
Under environment should be placed things as system specs or software environment.
It could also be because the blocks disappear shortly when pushed by a piston, letting a player through.
Works as intended.
I don't know how your redstone circuit is set up, but i think you should keep weak and strong redstone powering in mind.
Uh, what's the issue here?
Yes they are, but because the leash is defined by a tag in NBT format it cannot be handled as a block.
I don't think you can really work around a bug like this, because Minecraft will keep trying to calculate the base of the attribute, until it crashes itself. Unless they add a operation for operation numbers from 3-infinity to neglect this.
And, just interested, what's the "d" doing behind "-1" in the "Amount" tag?
Thank you.
And after pressing a button, do you keep moving or is the movement only for a short while?
It isn't working as intended but it's intended in some way, because this is in since Minecraft existed. It kinda depends on your computers speed how much of a problem it is to load the chunks fast enough (or too slow).
Change your launcher visibility to "Keep launcher open" and attach development console output.
I never had any problems working around with Attributes without using "d"'s and "l"'s.
I know how leashes work in NBT but i tried to tell leashes can't be pushed in a simple way.
I've had issues with LAN earlier, are your connections stable?
What you also could try is access the LAN world by letting Minecraft think it's an online server, this gave me much better experiences using it.
Does the 1st person view persist after getting out of the block?
Could you attach a screenshot or try find another already exploded temple?
Yeah i actually re-discovered my report and was just about to retry and update this issue.
Update:
Cannot reproduce in 14w18b.
Status can be set to "Closed"
That depends on the OS you are using. But basically you get the IP of the computer or laptop which hosts the LAN world.
Then you can start the LAN world, you read the string of text that appears in the chat, it contains the port the world will be hosted on. Finally, on the other computer, you open the multiplayer tab, you click on "Direct connection", then you enter in the address text box the IP of the previous computer followed by a ":" and the port the LAN world is hosted on. Then you just do like it's an online server and connect to it. This might solve your problem.
The counterpart of this is that continuously need to re-verify the IP and port of the LAN world.
With this I'm not saying this ticket is invalid and could you also attach a crash-report?
Go to your profile settings and set launcher visibility to "Keep the launcher open", then attach full development console output.
If you want to secure your save files from theirs, set your own profile to a separate save directory.
Are you sure your computer is using the latest Java?
I'm not totally sure but i think you just created a BUD switch and this works as intended.
The dropping of the door after placing a block adjacent to it is intended. The changing of the wood type is just strange.
Could you please verify the damage values of the door and the wood types. I think this happens because the door passes it's damage value to the block beneath it as it has to (normally) also open the door block beneath it. But because there's a wood block beneath it that's what receives the damage value and turns into another wood block.
Is your Java the latest Java released. Could you also move your title to the description field and give this ticket a more useful title?
Why are people even believing in this like this?
Herobrine and the other guys are just jokes by Mojang or other people.
I think your 64b Java may be outdated.
I guess the bug here is that the delay on the button is random not the fact it's sped up.
The problem is solved as it seemed to be an error from his side.
I think you are delaying ticks by letting Minecraft calculate and execute a command with such a huge effect as it can't do extremely much at a time.
You mean when you're pressing F3+A you can't place a block simultaneously, huh?
Is this new or has this already been in for a while?
Make separate snapshot and normal minecraft directories, this also prevents Minecraft from messing your normal worlds up when playing with snapshots.
Please update your Java and try again. Are you using any resource packs and what do you mean by "+TNT", do you mean and TNT?
Most probably intendend for FVbico's reason as it is an underwater temple and should be under water.
The same happens with villages in an ocean superflat world, but then leaving rectangular bubbles of air behind.
Does this happen again when not reloading the world and placing blocks below level 16?
If I'm right this is intended, correct me if I'm wrong though.
Probably intended as the actual hitbox of a spider is not exactly the same as the "hit/attack"box, making him able to move his "attack"box through the glass pane because its so thin that the hitbox doesn't hit the glass and the spider can hit you.
Is your Java already the latest Java, if it is please add it to the "Java 7" in your environment.
To make sure this is an issue, try reproducing this with a normal solid block and a non solid block (e.g. glass).
Its probably not causing the problem, but just update your Java version as it may cause other bug-like situations.
Try updating your Java, I've experienced not updating my Java when recommended causes a ton of problems playing Minecraft. Also when reporting a bug you should first check your Java and include your Java version under the "Environment" field.
Does this occur in each underwater temple?
Probably intended as replacing the piston head block with an slime block is considered as a block update by Minecraft.
Not intended as it is mentioned in the description that all fall damage is ignored when the effect is active disregarding the amplifier.
Is your Java version up to date?
I think this is intended, there has been added an option to switch automatic/prompted or no download at all if a resource pack is included in the server.
Could you check if your Java is the 64-bit version and if it is if its also the latest Java?
In the future could you always add your Java version/update under the environment field?
The number is noted as the number from the same rectangle/cube but then solid, this is because Minecraft has to calculate all the blocks on the inside to test if the block is actually on the outside of the dimensions.
Maybe it's not incorrect and just inconsistent?
Did you pick them up and count two or are just looking at the graphics, those only show multiple items at certain stack sizes and not just three for three and two for two.
At the first problem, of course Minecraft hangs if you enter a command with a ridiculous area assigned to it. Minecraft will try find all players in all those coordinates possible, in a smaller area this is done within a fraction of a second, here it will trip everything up, resulting in the problem you experience.
This is not a chunk error, this is a world gen error, nothing important.
Could you separate these two problem into two tickets?
And what's the problem with "command.give.notFound", this is just saying the item you tried to give is not found.
That's fine right, the same counts for glass.
Also if your issue is about something graphical, please attach screenshots.
You mean they don't ignore them like you would expect them to?
I think what you are trying to do might work if you make "-1s" "0s".
Could it be -1 causes it to fire damage forever instead of not or for a certain time?
This is because the dispenser can't pick up the block update caused by the placing of itself.
Also, this is a "intended bug", Mojang knows this bug exists for every redstone device and has said to not fix it, because basically all BUD's rely on this bug.
Intended, also if this is a peaceful world, why would you wan't to summon aggressive mobs?
I think they won't naturally spawn with the difficulty on peaceful.
Could you include crash reports of both the server and the client?
Is this causing problems, or could this be intended?
The implementation of this more realistic sound mechanic would be interesting, but it would just kill any machine that's trying to compute all the possible paths, factors and things, knowing that only playing Minecraft takes up loads and loads of RAM.
Could you try replicating this bug and attaching logs?
I think not, try using @e instead of "*"
This is probably intended, the hopper pulling is always faster than the outputting of a hopper.
Could you also attach a screenshot?
try using '@e[name="@"]' instead of "@e[name=@]", I don't know if this will help but it's worth trying I guess.
Are you sure these villagers are "new villagers" and not villagers from before the update of the new villager breeding mechanics?
This works for all types of gear and items.
.
If you get a hopper and give it a low movement speed tag (or something like that, I forgot what it exactly was) you can use them as spyglasses
I think this is intended.
Try removing your texture files, Minecraft should reinstall them automatically.
I do not know exactly where the texture files are located though.
Could this be a chunk error, try placing items in a chest way of somewhere and loggingbackin and out.
Also try dropping of all the items you have on you and deleting your player.dat file, just to be sure.
Could you merge this post with
MC-80974, this is just twice the same issue under another name, since, as you've described yourself already, a NBT Pose tag does not exist when it is 0.Really, a "air" block does not exist in Minecraft, but it is used the represent a empty block in command blocks, which therefore is basically anything above 256 and below 0.
The actual problem here is that the /testforblock function is programmed to error when the coordinates entered are incorrect.
Which makes sense, because, why would you want to test whether a block with such coordinates is a empty block, while it is already known it is?
Note that this does not apply to /execute, as it is possible for an entity to be at -10, making a test for the block ~266 sensible.
Are they still reproducing the noise or is their sound just remaining?
I assume you mean the first, but that sounds completely illogical to me.
Is the clock you are using a /fill clock and are all command blocks attached to that one clock?
If so, that makes sense, because the setting of the gamerule to false, killing the chicken and setting it back to true all happens in the same tick.
Maybe the item dropping of a killed entity doesn't happen at the exact time it is killed, but i wouldn't know.
Probably related to the fact pistons can't move blocks that contain NBT.
Also it would be hard to express such an effect whilst the block is being moved.
Please do not post two issues if they are really pointing towards the same problem!
It's unclear what the problem is here, could you please have a look at your english?
Also, if the problem is that something becomes like a photo, a screenshot won't really clarify anything.
Could you attach the generated crash-report?
That's funny, I think that means the world persists in your RAM after the hardcore world death.
Could you attach console output?
MC-80974is the expression of this issue, the armorstands are placed with arm and leg poses of 0 and therefore are removed as is described here.In other words, there's no check being executed whether the player is placing the block on itself in contrast to other blocks.
Could you please attach the console output?
This has been in the game for a long time and is probably a duplicate of some other issue.
And also, why would you even want to have an entity up so high?
It's Java having issues here, not Minecraft.
Java allows Strings up to a size of 32768 bytes and no more.
If this really is a problem to you, report it to Oracle.
Try making a Java class and set the value of a string to a length of >32768 to demonstrate, it won't compile even.
I think this is more of a feature suggestion or opinion than an issue, is it?
Try reinstalling, it's very likely, it's your system.
Also check your Java, really that's the first thing I do before reporting anything.
There's a corrupt item entity in your world, but I don't know whether that's the cause.
And also, what were you trying?
Could you update your Java version, try to reproduce this and add the crash log?
The last one (Java 8 update 45)
The big number makes me worried, maybe your world is overloaded with a extreme amount of entities.
Searched the code, of course it's impossible to read, but I think you (or Minecraft) are (or was) out of memory
Do other versions work?
If not the problems lie in the launcher.
From the launcher menu, when the game is already loaded, go to the tab "Game Output".
After reproducing the bug, copy paste the whole log that has generated there to a plain text file and attach that to this post.
Intended, donkeys can't wear armour.
Could you attach console output?
Could you attach the log in the "Game Output" tab on the console?
To be able to do that, go to "Edit profile" and tick "Launcher visibility" and select "keep the launcher open".
Thank you.
Invalid.
"Plzz" update your Java to 8.45
Not that it's relevant, but please update your Java to 8.45.
Sorry, I think this is an invalid issue,
as you probably can't supply us with proper information.