Jim Gersetich
- SirDaddicus
- JIRAUSER609878
- America/Chicago
- Yes
- No
Running Java 21w17a with the datapack for deep mining on Windows 10, performance is terrible. Movement spends much time in a locked-up state. I see 2-5 seconds of lockout every few seconds of movement. It's much worse flying at higher altitudes, probably due to rendering more distant objects, but even underground in a 1x2 tunnel, there are delays.
But, the worst part is that some game elements are still running in the background. Leaves from chopped trees sometimes decay, so saplings and sticks have dropped during the lockout period, and just are "there" when the lockout ends. I don't know if mobs can spawn, since they don't spawn close to players. But, I did have a creeper move to the bottom of a 2x2 jungle tree I was chopping. It didn't move in but rather was just "there", implying that it moved in during one of my lockout instances.
Without the datapack, performance is back to typical for the game. But, turn on the datapack and the game becomes essentially unplayable. Therefore, I believe this should be a top priority to fix if you want decent player feedback about the second half of Caves & Cliffs.
Windows 10, Java 8.291. Java Minecraft Server. I'm not sure how to tell what version of server I have. I have no JDK installed that I know of. Using snapshot 21W20A and the datapack for Caves & Cliffs.
This is possibly a duplicate of 225505 (but on Minecraft Server). However, that ticket was resolved in error. Please do NOT resolve this ticket as a duplicate unless 225505 is reopened.
I haven't run my server since 21W17A, so the development note that Java (SDK) 16 is now required probably applies. However, it has absolutely nothing to do with the launcher, since the launcher isn't even running at the time of the error. The error comes when I try to bring up my server with
java -Xmx2G -Xms2G -jar server.jar nogui
This has worked for months. Now it immediately generates the error "Error: A JNI error has occurred" (full text below).
Singleplayer running any of the snapshots and datapacks between 17 and 20 has worked. I've been playing singleplayer throughout this period, and it still works.
NOTE on 225505: the submitter specified the correct version of the JDK in the ticket, despite the Mod Note. That's why I say it was resolved in error. However, my ticket might be legitimately a separate ticket, as that one doesn't state whether s/he's running server or singleplayer. Certainly the note about the launcher being a culprit is unrelated to my ticket.
If it is determined that the server code I'm running needs to be updated (to include SDK 16), then please include information as to how to do that as part of the resolution. Copying the old development note that does not include that information is not sufficient.
Full text of the error message:
Error: A JNI error has occurred, please check your installation and try again
Exception in thread "main" java.lang.UnsupportedClassVersionError: net/minecraft/server/Main has been compiled by a more
recent version of the Java Runtime (class file version 60.0), this version of the Java Runtime only recognizes class fi
le versions up to 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.launcher.LauncherHelper.checkAndLoadMain(Unknown Source)
This is with experiments turned on for bundles and 1.21 features (but not villager rebalancing).
I'm in seed 5349, and the place where the cats get stuck is -199 / 71 / -336. {edited to add minus sign} I had three following me, and all of them got stuck here. I did not walk here, so they went here by themselves.
I couldn't even nudge them around the corner, whether sitting or not. They would move around the corner, but as soon as I released them from sitting, they walked back to this spot and stayed there. I finally had to take three leads and pull them over, and drag them to my home base.
This could be hard to reproduce unless all cats get stuck in this particular location. But maybe others have seen a recent "cat stuck" phenomenon.
Note that teleportation wouldn't work, either, even over all-dry ground.
Jim Gersetich this is not the place to request re-opens please go to the Mojira subreddit for request like these, not other peoples reports.


This happens to me quite frequently. The village is walled and there are no open caves or water. I've searched every inch of it, and the villager is simply gone.
Sometimes, however, the missing villager will return. I can tell it's the same one because I promoted him.
Other times, he'll return, but has been gone long enough that another (new) villager has stolen his job site block. In these cases, I can simply break the job site block and come back a game day or so later, and put it back when the old (promoted) villager is nearby.
But other times, they're gone forever.
This has GOT to be fixed. It costs an enormous amount of resources to promote villagers to master. It is unacceptable for them to simply vanish from the game.
EDIT: I am running Java 1.16.5
I'm experiencing this now, running 1.16.5. I'm not sure when it started; it could have been when it was still 1.16.4, but not any earlier than that. It was working a couple of months ago for sure.
UPDATE: I was able to confirm that this indeed is the problem. I moved the grindstone to the middle of a room and tested it, and the XP orb came to me as before.
I've placed it back on the outside wall (where it was) to test some other ideas (like, whether it is still broken, which would make moving it a permanent workaround) or if orientation matters. I'll report back if I get some useful information.
Further update with a grindstone:
I was able to work around the problem by moving the grindstone. Then I tried several orientations, including the original "against a wall, long edge perpendicular to the wall, and next to an anvil (the anvil is oriented long-edge towards the same wall)". This worked the first time I tried it.
But, the second time I tried this orientation, the XP orb got stuck again. This time, I broke the grindstone, and the XP orbs escaped and came to my character.
So, this is both a workaround AND a failing test case for you.
Orbs can also get stuck in recessed blocks in the floor. I have a chest in the floor of my home, which means it's down 1/8 of a block from the surface of the floor. Orbs will sometimes fly from the grindstone and get stuck in the corner. Walking near them recovers them.
I found another possible culprit today. As I walked through my village, a villager was stuck in a tree. It shouldn't have been possible to walk there, as there was only a 1x1 corridor running under the leaves, and dirt next to that. But, there he was. I think he was suffocating, but couldn't really tell. I cut away the leaves from around him, and he happily walked away.
Another possible culprit, although this one is probably by design.
In the village there's one of those tall cobblestone church buildings. They have a ladder going up to the roof. There at the top of the roof was a villager, and there was a second one on the intermediate floor. Neither would leave those areas (I waited through a day/night cycle, when they should have tried to get to bed.
So, I nudged one of them to the ladder and he went down. The other (the one on the roof) instead jumped on the battlements and fell off, outside the village.
I was able to rescue him, but I could easily see a villager dying from that kind of fall.
Well, after four more restarts of the game, and a wait of a few hours, it's back to normal again. Very strange, but I guess you can close this, unless you know what the problem was and how to prevent it in the future.
OK, will do! Thank you!
Jim
Workaround: place the grindstone on a wall rather than the floor. The orbs seem to reliably fall first, even if there is something (other than a solid block) under it.This workaround didn't work reliably. Orbs still get stuck against the wall.
However, now I'm trying a two-step workaround, which seems to be working: Place a temporary block on the floor. Then, place the grindstone on that block. Finally, remove the temporary block.
OK, I looked again, and I found two seams, one of which you found.
That's not good enough. Something changed in the algorithm and removed almost all the iron. I just exhaustively searched chunk 0/-3 (roughly centered on X8 and Z-41) and found only five seams of 8, 5, 9, 6, and 1 iron.
This is not resolved.
How do I reopen this? There doesn't seem to be a button or link for asking for reopen.
I don't understand how this was even considered. Iron or has always been harder to find than it should have been. Why on earth was it DOWNgraded when it should have been UPgraded?
I tried to report this on the feedback site, as indicated by the mod violine1101. However, that requires a Microsoft Live account, and there's no way to change the logon information so I can use the correct account. I logged in with my son's account here in FireFox years ago, and it's not possible to change to MY account from the interface (or any other way I can find). So, here it is.
The change made in 21w10a needs to be reverted. Otherwise, the game is unplayable early on. The concept that this makes leather more valuable early on is laughable. Leather is even harder to come by. If the idea is to make iron armor harder to get is desired, then hit THAT target by changing the villager armorsmith's who practically give away iron armor pieces. See https://feedback.minecraft.net/hc/en-us/community/posts/360075787692-Armorsmith-Chainmail-vs-Iron-.
IF this change is kept in the release, it will force me to stop playing Minecraft entirely. I love this game, so I would hate to have that happen. But without buckets and iron tools, the early game is unplayable. This MUST be fixed.
I overstated the problem. There is iron after all, just not enough of it and it's too deep down. This change needs to be reverted at least back to where it was before 21W10A.
I was seeing this in singleplayer at 21W11A and am now seeing it at 21W13A. I would attach screenshots, except 1) they're useless (they show absolutely nothing changing), and 2) I don't know how to add them.
My original post seems to have disappeared. This is a reproduction.
This problem is almost trivial to fix:
Some entities which should never despawn:
OK, thank you for the info!
Jim
According to the wiki, they spawn with "up to two chests". There's also a note that they can spawn with none, but it's rare.
So far in 21W14a and 15a, I've found two spawners and zero chests. That's a small sample, but certainly could indicate a regression.
This may or may not be related:
Today I planted a birch tree with flowers nearby, and eventually a bee nest spawned. However, there were no bees, just the nest. There's no lava nearby, so I don't think the bee(s) could have died, and it had only been a few minutes (real time) since I planted it.
I have no way to reproduce this, however. So, this is FYI only.
Version 21W15A
That issue is completely unrelated to this one. Please reopen this.
While locked out today, I was killed by a zombie. If the game locks the player, it should lock EVERYTHING.
Ticket
MC-224767was "resolved" (by a bot) as a duplicate of this ticket.MC-224767has absolutely nothing to do with this ticket. Please re-openMC-224767.You don't handle your own tickets? What kind of "support" is this?
Just forget it. It's clear bug reporting isn't important to the development of new features at Mojang. I'll just wait until a future snapshot comes out and try again.
And you know that how?
Custom biome? Invalid biome id? Custom dimension? Those are symptoms prominently mentioned in this ticket, yet I never listed (nor have I seen). I'm in a vanilla world, and I see the problem (sometimes) VERY early in the game (like, within the first 2 minutes). Other times, it takes hours.
A technical support team should look at the logs to find out if this is indeed the same problem. From your comments, it's plausible, but certainly not at the top of the list. Valid tech support verifies the problem rather than just guessing (as you have done, as well) that the problem is the same.
Do we need to download a new copy of the datapack to test this fix?
It appears you all may be correct: I haven't experienced the slowdown in an hour or so of playing.
Kai: The message mentions nothing about custom biomes or dimensions. It merely says "experimental", which might be interpreted that way, IF one knew that it was even possible.
I contend that the Description field should have been updated at the time you say they discovered it applied to the datapack they are trying to get us to test.
Kai:
It shouldn't be a moderator that makes such a change. It should be a developer, or perhaps a moderator operating under development instructions.
I know NOW that experimental = custom, and it makes sense. But, this is a bug report mechanism, and nobody (official) should ever assume that posters know what certain constructions mean. Above all things, a bug reporting mechanism must be fully understandable to EVERYBODY who uses it. No prior knowledge should be expected.
This is because it is primarily the newbies who are going to find the problems. By definition, they don't know what should and should not be issues or why. The mechanism by which they report issues should be almost bulletproof to them.
Experts can chime in to explain things, but the descriptive text of anchor tickets (tickets under which duplicates are held in stasis) needs to properly reflect the bulk of the information needed to figure out whether a new ticket fits or not. Perhaps a new section near the top should exist, titled "Moderator Notes" or "Development Notes" or something like that.
I searched for tickets using all the keywords I could think of that would apply. And, I even came across this ticket in those searches. But, the description was so far from what my experience was that I couldn't envision it being the same problem.
Two things could have been added that would have helped. First, the description could have mentioned the word performance or lockup or something similar. This would have indicated to me that the ticket could be a match.
Second, the description (or another proper field, but always near the top) should mention HOW one can check the logs to find out if this problem is indeed what they are experiencing. Even a link to a wiki page would be acceptable for this purpose.
Finally, I still don't actually know how to look at the logs. I know they must exist, but even now, knowing the problem was my problem, I don't know experientially how to tell for certain that this was true. I found a Crash Report page on the wiki, but the game wasn't crashing, only hanging for periods of time. So, if a similar problem happened again, I would be at a loss to figure out whether something was being spammed into the log file.
I did not see this at 21W17A, but I see it now on 21W20A. I ONLY see it on server, not singleplayer, which I've been playing every day through 17, 18, 19, and 20. So, I think this is a server-only bug. Others should chime in if this is not true.
Also, both Mojang and other sources have indicated that Minecraft is using Jave version 16, which doesn't even exist. Java is at version 8.291 currently.
I am using the official launcher, and there's never been a Java development kit installed on this computer. So, the proposed "fix" does not apply.
I DO NOT HAVE THE JDK (any version) on my computer! And I am NOT running a server with a host.
IF there is any part of JDK on my computer, it came as part of Minecraft Server. So, HOW do I get the correct one?
Why did I never have to install that before?
More importantly, is it part of the MC server installation? If so, how do I update the server installation. I REALLY do not want to have to install Java's full SDK just to run this game.
This is going to have to change before C&C releases. You can't ask end-users to install a development kit. Development kits are for developers, not users. It is development's responsibility to include those run-time pieces needed to match their code.
I'll give it a try, and you may be right. But, the solution needs to be changed in the code. No self-respecting development organization should EVER require a DK for end users.
That worked. I still maintain that this is not a valid long-term arrangement.
I may have created this ticket twice. If so, I apologize, and you can close the second one as a duplicate of the first.
Yes, you can close this one as a duplicate of 226063.
In creative mode again, I hollowed out another 5 chunk by 5 chunk volume directly below the northern half of the volume I listed above. Again I lit up the surrounding volume, this time between layers -40 and -35 (plus above and below, outside this volume). Again I put glowstone all around the volume, and waited 24 blocks above the center. No slimes.
So then I created a superflat world in creative mode, to see what would happen. Slimes began spawning immediately in several nearby slime chunks. So, at least in superflat, slimes spawn normally.
NOTE: I checked what appeared to be the slime chunks (where slimes were spawning) against ChunkBase's slime finder (https://www.chunkbase.com/apps/slime-finder#-8289529590777600243), and the chunks where slimes spawned matched that site's predictions. So, it isn't the algorithm for determining whether a chunk is a slime chunk that's the problem.
Now, in addition to the volumes I listed above, I also previously hollowed out several slime chunks, as reported by ChunkBase's tool. But, I chalked the lack of slimes off to a change in the algorithm in C&C. That appears to have been a rabbit trail for me, but it does clearly show that there's a basic spawning problem for slimes (and who knows what else).
Whatever the problem is, it may only affect "real" worlds. I.e. worlds with normal seeds and structures.
I concur with the previous comment: this is definitely not a problem with just natural bees. I summoned seven bees and bred three more from those seven. By the next game day, seven of them had flown away, never to return.
I also think the problem has gotten worse with recent builds. In the past, it would take dozens of game days to lose all of my bees (I usually have nine in three hives). But, recently (since 1.17-pre1 or perhaps one or two snapshots earlier than that), they've been leaving at a much higher rate.
It's like they fly too high, and this allows them to get past some x/z distance limit, and then when they drop altitude, they can't cross back (or, don't know how to). I've actually watched this happen a couple of times. They'll buzz around blissfully 40-50 blocks from their hives throughout the night.
They CAN be led back to their nest with flowers, so whatever the barrier is, it's pathfinding-only, not a hard barrier.
I have now seen three slimes spawn underground. They were all in a giant cave, so I couldn't tell if they spawned in slime chunks or not. But, in designated slime chunks (per Chunkbase's tool), I still haven't seen any spawn.
Perhaps the algorithm changed?
Oh, and I should add that I am running the datapack for Caves & Cliffs part 2.
Yes it was still an issue at pre3. I started a new world at vanilla 1.17 (without the datapack), but I haven't gotten far enough yet to know if the slime chunks are working or not. If they are (I suspect they will be), then I'll test 1.17 plus the datapack to see what happens. I'll report back after each set of tests.
Regarding superflat, see my first comment, where I address this. In superflat, it works as it should, and the slime chunks match the algorithm (that was at one of the pre-release versions). So, I think the problem is more fundamental; it's only happening in "real" worlds.
I'm not sure how it affects large biome worlds, or other non-standard worlds. And, I never install any resource packs or datapacks other than the ones released by Mojang, so I don't know if running a modded world has the same issue.
Kirven: 1.17 with or without the datapack?
DO NOT CLOSE as a duplicate of 226064 when that was already closed as a duplicate of this one!
And the game is so unstable with the datapack that I have been unable to tell whether it is fixed or not. So it shouldn't be closed naturally, either (yet).
Suspending the grindstone in mid-air seems to work around the issue. It's not a good "fix", but for those who see this problem (which is probably everybody), it does provide a workaround.
Thank you!
The address I get is very similar to what Evan is seeing: https://feedbackloginppe.azurewebsites.net/default.aspx?auth=1&code=M.R3_BAY.c2c2497e-8e3d-41b9-1e15-7fdbe275a11d
I'm using Chrome. I tried Edge as well, but Microsoft intervenes and tries to use my outlook.com account, with no way to get around their process. I tried Firefox, and it stops at a blank page the same way. The URL it stops at in Firefox is https://feedbackloginppe.azurewebsites.net/default.aspx?auth=1&code=M.R3_BAY.68134169-5618-d468-963d-f4bef4c8f1ca, but that's probably just a token code.
There's one difference, though. In Chrome, my username/password is saved. In Firefox, I got to the username/password prompt and was able to enter my info. THEN is brought me to that errant page. So, the username/password token seems to be working properly. Azure just doesn't seem to be able to get us back to the main web site once we log in.
Therefore, this is a security breach in addition to an annoyance. (It COULD be a man-in-the-middle hijack of either Azure's site or the Feedback site.)
This is working for me now.
This problem appears to be fixed at Java 1.17.1 with the C&C datapack. I haven't tested it against 1.17.1 without the datapack yet, though, so don't close it quite yet.
I spoke too soon. In that test two days ago, one slime spawned in four chunks (of which three are supposedly slime chunks) in an hour of real-time. But, I went and tested a single slime chunk in the same world for twelve hours, and no slime.
So, I would guess either the algorithm for slime chunks changed, or the spawn rate is extremely low compared to what it used to be.
I'll do more testing, but this is still a problem.
OK, I may have a major piece of information. Please check your situations to see if this is true:
Could it be that once they cross a certain threshold upwards, that's when they start losing their ability to return properly to their nests?
My home is seven meters away from the closest nest. It is twenty-two meters from the furthest one (in my farm). The hives are two and three blocks above the surface. There are no hives or nests within another hundred or more meters from this area.
My house started out five blocks tall. I build it in stories, adding five blocks at a time. I didn't have any issues with bees leaving when the house was fifteen blocks tall (or lower). But, once I built the fourth story (to twenty blocks), I noted a small decrease in population.
Now, we all know that bees tend to fly to the top of nearby structures. But, a building that tall is getting close to their distance limit, I suspect.
When I first saw this problem, my building was thirty-five blocks tall, and the problem was extreme. This is the first game since then where I've built up to twenty blocks, and that's when they seem to have started losing their pathing back to the hives.
I will continue building my house further up to try to confirm this theory. But, I would greatly appreciate it if we could get more data from other people who have seen this issue.
Environment: Java 1.17.1 with the C&C datapack. Survival, normal difficulty. Windows 10. Latest Java.
The previous comment is definitely at least part of the problem. Once my home base hit 35 blocks in height (or possibly 30), the bees started disappearing en masse. After just three days, there's only one bee left.
I also saw multiple bees fly straight up the wall to the roof. Sometimes they would come back down, other times they would wander off, probably forever (although that's hard to tell with bees without naming them).
Regarding Kirven Avion's suggestion that this might be related to MC-206401, a NW bias:
My home is to the west, so this is a possibility.
I do not recall what direction my home was in in my other singleplayer world.
In a 1.17.1 vanilla multiplayer world I'm in, however, the building is 18 blocks tall, and the bees are between 10 and 25 blocks away horizontally, and below the main building by 3-4 blocks. The building is NW of the bees. None of those bees seem to disappear other than through normal attrition. The bees also routinely fly over this building, but it doesn't seem to cause them to lose their pathing.
Screenshots? "I have no way to reproduce this, however."
Another possibility I just discovered is that there is an unhoused nether portal nearby. They fly to it, through it (sometimes), and then off into oblivion.
To work around this, build an enclosure around any nearby active nether portals.
Does anybody know for sure what the maximum height a bee should be able to travel upwards is? If there's supposed to be a hard limit (like 22 blocks, as indicated on the Wiki), then there's clearly a problem with nearby structures.
Correction: the green position marker isn't always visible.
Also, to reproduce:
I've also seen this problem at previous versions, but I don't have a record of which versions. I know for sure I've seen it at the 1.18 (beta), and at snapshots with the caves & cliffs datapack(s) installed.
The problem is fixed at 1.17.1 vanilla. I won't be testing snapshots anymore until there's a stable 1.18 snapshot. So, I think you can close this ticket. I'll open a new one against 1.18 if I see it there (once it's out).
I tried a "fix" for villagers in three worlds: vanilla 1.17.1, 1.17.1 with C&C datapacks, and 1.18. In all three cases, I built a wall around my village at exactly the chunk boundaries (i.e. in the first block of the four neighboring chunks).
In all three cases, I have not had a single villager disappear randomly. So, for villagers, this might be a decent workaround.
Reply from [Mod] GoldenHelmet: sounds like you are playing Java Edition. This is a Bedrock Edition report. You might want to follow MC-153904.
Back to Kirven Avion's suggestion that this might be related to MC-206401, a NW bias:
I have confirmed that this is indeed part of the issue. I built my tower south of the bees this time, and built to thirty-five blocks. They seem to still leave, but not at nearly the rate they did when my tower was on the north or west sides.
However, I've still seen them flying over the top of the tower. According to the wiki, they're limited to twenty-two blocks distant from their trees, yet they fly over a building much taller than that. So, I think both issues are at play.
Can we please get some kind of statement from Mojang on this?
This has now been fixed. There's a new button on the Microsoft page.
I haven't tried to download it, but that's because it requires administrator approval, and I want to know what that means before I install it.
Still, you can close out this ticket as fixed.
What do "made changes" and "made transition" mean? Are those developer-speak for some facet of the coding process?
Why is this resolved? Christininjacraft was able to reproduce it. Reopen it.
Thanks, Dhranios.
Violine1101:
Java 1.18 rc3
Seed 131
Spawn location 79.5/127/-112.5 (on top of a leaves)
NOTE: I set the world spawn radius to 1 block vs. the default 10. This MAY be involved.
This seems to have gotten worse in Java 1.18 (released).
I just went into the same seed at the released 1.18 three times, and could not reproduce this. So, either it's been fixed (yeah, right), or it's random. Random would explain why not everybody could reproduce it.
I'm not sure whether you should close this ticket or not. If development thinks they corrected it, then close it. But, if they don't, they might still have work to do to explain it.
This just happened to me again. But I forgot to check applications outside of the game. Sorry.
This is still happening at 1.17 and 1.18. Bees get stuck routinely on at fences when they could easily just go up and over it.
It has happened once again, this time at the released Java 1.18 version.
BTW, I have no mods or packs of any kind. It's pure vanilla Java Minecraft.
This has happened dozens of times in dozens of new worlds over many different versions. It's easy to reproduce (I included the steps earlier).
No, I do not. But, I'll try that.
And DO NOT RESOLVE TICKETS unless you (Mojang) RESOLVE THEM! I am sick and tired of you collectively AND you personally closing tickets because you think you might have hit on a possible solution. THAT'S NOT TECH SUPPORT! It's sheer laziness.
Ctrl and Shift got me back to functional again. This is a good workaround until the bug is actually fixed.
This leaves two major issues and one unconfirmed but potentially worse issue:
First, the bug isn't fixed. So reopen this until Mojang prevents the launcher from causing keyboard swaps randomly like this.
Second, I don't have any alternate keyboard layouts. Microsoft Windows might, but if they do, I don't know about them. So this is a bug purely in the launcher for Minecraft. Note that I didn't even bring up the game this time. Just the launcher, and the problem occurred (I couldn't type properly in Chrome).
This brings me to the third issue, which I haven't seen, but is potentially devastating: if the fake keyboards Mojang is invoking end up randomizing either the Ctrl and/or the Shift keys, then there's no way to recover with that workaround.
Another instance:
Java 1.18.1 multiplayer (completely vanilla; no mods or special changes of any kind)
Seed 177
One player spawned on top of a tree.
A different player spawned on the ground.
So, in addition to being annoying, it's random as well.
EDIT: This world used the default spawn radius of 10.
I tested something else today in my world (seed 177). I kept the offending map in my inventory while I went on my excursion (about 300 blocks east). I even made the trek with the map in-hand, but still it has lost its image (including when it's in my hand, although I didn't see that actually happen).
Sure enough, when I got back and placed the map into the item frame, it had lost its image.
Also, I'm not sure why this is called "unconfirmed", since I've reproduced it dozens of times.
I reproduce the previous experiment (after logging out and back in, to restore the map's image). This time, I kept the map in one of my hands the whole time. The map integrity stayed in place.
While isn't a fix or even a workaround, it may provide a clue as to what's going on, if anybody ever bothers to look at this bug.
I just thought of a major clue: the keystrokes are NOT part of other keyboard layouts. They can't be, because if you hit the same key twice in a row, you get different results.
As I said, this is NOT a problem with my computer. Do a simple Internet search about it and you'll find lots of people have this issue.
I'm merely giving technical details so someone can fix it.
And, yes, this IS Mojang. Look at the URL: bugs.MOJANG.com.
Why is this resolved? It's still happening at late as 1.20.1 (Java). NOTE: It's marked as a duplicate, but the other case is also resolved.
Never mind; the other ticket is resolved as "works as intended", which I presume are code words for "we're not going to fix this bug."
Did you do it in survival?
Well, when I get it set up, I'll take some screenshots. It takes a while in survival (I don't play in creative).
But since two other people aren't having the problem, I wonder if it's a bug in my setup somewhere.
What kind of screenshot would be useful? I can't find a way to display whether the hive/nest is full or not. (I imagine that's in the level.dat file, though.)
Well, after a year of failing, this time it worked. Go figure. I guess you can close the ticket.
No, no maps at all. The other chest had ten pieces of paper, but neither had a map.
(I've seen the map that isn't a map bug before, but I couldn't report it due to bug tracker issues. If I see that again, I'll be sure to report it. But this one isn't that.)
NOTE: If one has Java 1.20.1, just go to that seed and location in creative mode. It's easy to see the two chests and check them out. Note that there's not shipwreck in Bedrock edition at that location.
Gotcha! (And yes, I would have checked first.)
You're right! I'm not sure how (except I haven't looted all the wood from this one yet), but there it is. Thank you!
You folks can close this ticket.
It's a little late now. I can't even bring up 1.17 any more.
It appears to have been fixed recently. I can no longer reproduce it.
I messed up the coordinates. It's Z coordinate -336 (minus 336), not 336. Sorry about that. (The spot is right next to a house.)
Also, I am unable to reproduce at this time, because there are no cats in the village. I'll keep coming back and see if I can catch a cat here and try to get him to follow me around that corner. But it could take a while.
OK, I couldn't find a cat again in that village, but I found one in another. Two, actually. They followed me all the way home without incident, and even teleported a couple of times (over short distances).
So I parked one, and then tried to teleport to the (corrected) coordinates I mentioned above, and the cat did not teleport to me. I teleported back home, and there it was, right where I left it wandering.
So it might be a "no-teleport zone" in the general vicinity of those coordinates (-199/71/-336).
Wow! So quickly.
But I finally got one, too, after about 70 trees. So this can be closed.
No, I can't provide a video. I can't even get another cat in that village (see my other post; teleport seems prevented INTO that location as well).
I have no idea what 23w51b is. As I stated, I'm running vanilla 1.20.4 Java, with 2 of the 3 experiments turned on (minus rebalance).
And as I also stated, I have no idea how to make a video.
Have someone (official) get a cat in that village, move near those coordinates, and then try to head west. The cat won't follow. It will stop at the (corrected) coordinates I stated.
Alternately, try teleporting to those coordinates with a cat that's not sitting from some other location (I came from the west). The cat won't teleport in, even though there are no obstacles or water between.
Also, I'm not sure what you mean by a "world file".
Do you guys even CARE about these tickets? This is still a bug.
I haven't confirmed by exhaustive testing (that's your job), but bees seem to still have a (mild?) northwest bias as of 1.20.4 with experiments for bundles and 1.21 features enabled.
I'm seeing the bias may have shifted to be more northerly rather than northwesterly. Anecdotal evidence only, though. But I've seen baby bees (that only I've created recently) 50-100 blocks almost due north of their nests/hives.
1.21.1 Java vanilla on Windows 10.
I have the same problem. I didn't have a problem in my last game (or any previous). My problem applies to both cats and wolves. I'm at Java 1.21.2 with no add-ons. See 5826 on Windows 10.
And Will Webb's instructions didn't help. The cat (or wolf) just sits or stands instead of getting the dye color applied.
Never mind; I'll create my own entry. This one is a little different than mine (red vs. white).
Of course you can't reproduce it. It's obviously unique to this game. But since other people have had the same problem in the past, that means there's something wrong in the game.
I'll post a video later today, if I can figure out how.
What file (or files) control this aspect of gameplay? I will include copies of those when I reply later today, if you can give me the names.
OK, I created a video, but I don't know where Microsoft puts them. I'm on Windows 10. How do I find the video file?
Here's the video, but it's not going to help you. All it does is prove I was telling the truth.
Minecraft 1.21.3 - Singleplayer 2024-11-26 09-42-58.mp4
What you probably need is the game files from a saved/backup copy of the game. However, that's even bigger, and your file size limit is only 10 MB. If you could tell me WHICH file(s) you need, I could attach just those. Alternately, give me a different location to place them.
One note: I tried the same thing on another copy of the same seed/game. It worked fine. So that pretty much guarantees it's a corrupted file. (The seed is 5826, but that probably doesn't matter.)
OK, that solved it. I had them swapped in my storage and didn't notice.
Thanks!
You can close this ticket.
Jim
I don't know. I just read about it today. (And then I tried it.)
I'm not even sure it's official, but it's Microsoft's AI that made the statement (multiple times, with different searches). I can't find anything on the wiki about it, but then I can't find where the F3+ keystrokes are defined there, either.
I just tried this search:
How to find slime chunk f3 g
In Chrome and Firefox, and both indicated (with their AI search tool) that F3+G is supposed to show slime chunks.