Hraefin
- stetsondg
- stetsondg@gmail.com
- America/Los_Angeles
- Yes
- No
10 issues
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After fishing forever, I have seen many many Frostwalker II books, but have never seen Frostwalker I. I have never found either in chests, but the world is not greatly explored. Admittedly, this could be due to chance, but I have acquired around 9 Frostwalker II books and never a Frostwalker I book, so I am starting to think this may be a bug with the fishing loot tables.
Update: my statistic for fishing is > 17,000.
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I did some extensive checking on this by placing down 5 solid blocks and then stacking layers of snow on them. in 1/8 block increments.
I used this command to summon a "standard" horse.
/summon EntityHorse ~0 ~1 ~0 {Attributes:[{Name:generic.maxHealth,Base:24.000},{Name:generic.movementSpeed,Base:0.3375},{Name:horse.jumpStrength,Base:1.0}],Type:0,Tame:1,SaddleItem:{id:329}}I did this in both a clean 1.9 creative world and in a 1.8.9 creative world.
This horse should be able to jump exactly 5.5 blocks according to the wiki, but in 1.8.9 he can jump exactly 5.875 blocks
and in 1.9 he can jump precisely 5.25 blocks.
I tested it both in creative and survival. I also double checked the height from the ground level. In 1,9 a single layer of snow is still 0 height. two layers give 1/8 block height. This is the same as 1.8.9.
In 1.9.2 In addition to ladders, this also happens with vines.
To reproduce: Climb ladder or vines up a fair ways, easiest to see if you start at the top.
While climbing up or down, press space while wearing Elytra. You will accelerate at an amazing rate and die.
If you place a slime block at the bottom, it will, for the time being mitigate this bug, if it is a bug.
I am thinking perhaps NOT a bug since there is a special death message for plummeting to death from vines.
I just re-tested this in 1.9.4 and the behaviour is exactly as in 1.9.2. I was hoping the fix for the horses on leads may affect this, but unfortunately not.
Max jump height is still down from where it should be.
You should replace the lily pads, fence the area in and light it up. Perhaps they're being trampled and despawn.
FVbico. doesn't that mean any book up to level 30 enchant?
Because I have gotten some low level stinkers out of fishing...
New Update:
Using the "Standard" horse from above:
/summon EntityHorse ~0 ~1 ~0 {Attributes:[{Name:generic.maxHealth,Base:24.000},{Name:generic.movementSpeed,Base:0.3375},{Name:horse.jumpStrength,Base:1.0}],Type:0,Tame:1,SaddleItem:{id:329}}And the layered snow to test (see above)
In 1.10.2 the jumpheight is now exactly 5.125 blocks high. down 1/8 from 1.9. and 3/8 blocks lower than it should be. This adversely affects breeding, and penalizes the existing horses from prior versions.
Normal Vanilla server and in survival.
I think this might be related to a different bug. One thing I had happen was that I placed a name tag, and later I discovered I had a name tag in my inventory. I am thinking this is a ghost block sort of occurrence,
After finding an unexpected name tag, I tried naming another creeper and once I had one that appeared to be named properly, but when I clicked the empty inventory slot where the tag had been, a name tag appeared on my cursor....I am guessing the name tag is not actually working server-side but it appears to be, from the client side. This would explain the issue as well as why it is so inconsistent.
You are correct, this sounds exactly like
MC-107103.I am seeing this exact issue on Vanilla MC, PC no mods, no resource packs. Pure vanilla on 1.11. Survival.
Everything else with villagers looks correct, but I am seeing the same greek-looking name. Windows 8.1 (US) english.
I have a screen shot as well showing the same name.
Ahh this appears to be an issue with English (UK) which I did not realize I had selected. Switched it to English (US) and all is well. Looks like the English UK is missing the proper "Cartographer" word/translation.
I can confirm this in Minecraft 1.11.2. This worked perfectly for me in 1.11.1. If manually placing bottles into the brewing stand, the potions are brewed properly, but no bottles will enter the brewing stand after initially placing down the stand.
This is easily reproduced in 1.11.2. If you open your inventory and drop an item, or stack of items by picking it up and dragging it off the inventory window it will behave as expected. However, if you CTRL-Q the items out of your inventory to the ground, normally stacked items will "disappear." To reproduce, CTRL-Q 5-6 items or stacks of items from your inventory (not hot bar slots) to the ground. Then exit inventory. Now walk over items to pick up again. Open inventory and quickly CTRL-Q them again. about 90% of the time one or more of the items will disappear from view. The items are still there just not being rendered. I suspect that the client does not have time to render the icon for the item before the next one is being ejected from inventory and so it is blank.
Some more information: Interestingly doing this with rockets, sword, bed, potion, food stack from my existing inventory failed every time (did it about 30 times to test). However, I had a stack of sugar and two saddles in a chest. When I picked those items from the chest, closed inventory, and then did the test as described above, it reproduced the bug easily. I was at y-level 40 and facing East, night time, light level 8 on solid blocks when I did these tests.
The first file "crash-2017-01-20_00.06.06-client.txt" is with the bug present in the form of an invisible partial stack of sugar. Two saddles were visible.
The second file "crash-2017-01-20_00.08.50-client.txt" is after the crash and a relog with all three entities visible.
If you search the first file for "sugar" nothing returns. However, if you search the second file it is there. This looks like the client actually does not register the entity at all. This appears to be a similar bug to crafting quickly from stacks of items left on the ground where they do not show in the crafting grid but when combined the server returns the proper end item from the crafting grid. I am not sure if this is a reported bug however.
Confirmed in 1.11.2
/summon Horse ~0 ~1 ~0 {Attributes:[{Name:generic.maxHealth,Base:24.000},{Name:generic.movementSpeed,Base:0.3375},{Name:horse.jumpStrength,Base:1.0}],Type:0,Tame:1,SaddleItem:{id:329}}in 1.11.2 using the command above (Note the change from EntityHorse to just Horse) summons a horse without a saddle, but it is tamed and when equipped with a saddle now jumps exactly 5-1/8 blocks as in 1.10.2.
this was likely due to minecraft trying to locate a safe place to create the portal in the nether and having to place it far from the expected coordinates. Then when you go back to the overworld the portal recreates.
If you check the coordinates of the original portal, then divide x and z by 8 then go to the nether and check that portal's coordinates, I suspect you will find they do not coincide. Rather, going back through to the overworld, the second portal likely is the correct coordinates for the nether side portal.
Does that makes sense to you?
ex: I create a portal at x=100,z=260 then I head into the nether. The portal in the nether should be created at 13,33 but if that is in lava for example the game will search for a place to create the portal. Let's say it was created not at 13,33 but at 24,45 this will be in the overworld 192,360...pretty far from the original portal at 100,260. This is expected behaviour.
Are you on a wireless network?
This is known behaviour with some wireless drivers.
If you search for the lose focus issue in google you will see examples of it.
TPG-Link is a program that handles wireless connections instead of the normal windows wireless and will cause this. There are probably other similar programs that do the same. I do believe this loads as a driver, so safemode won't stop it from loading.
This looks like intended behaviour.
The original overworld portal at -202,541 should link to nether coords -25,67 however that area was obstructed and the portal was created at -9,80. So when you travel back to the overworld, the new portal is at -72,640. The distance is >128 blocks from the new location to the old location (it is 163 and outside of the search radius) so a new portal is created.
Is this not officially "works as intended?" since there is a specific death message for this?
I find it hard to believe that the death message "Steve fell from a ladder" was added by accident. And as far as I am aware this is the only way to fall from a ladder and get this message.
Can we get an official call on this? Please
That is exactly what is supposed to happen.
When you right click a spawn egg on a spawner cage it resets the spawner to spawn that type of mob. It does not instantly spawn said mob. Unless conditions are correct for the spawner cage to spawn, you will see nothing but the spinning mob displayed.
In order for a spawner to spawn mobs, it must be below light level 8 and will spawn most frequently at light level 0.
So if you go back to that spot and "/time set night" you should get (nearly) instant spawn of your mobs.
Same finding. On multiplayer server it appears that when a player dies and the chunks they are in are no longer populated, when the chunks fully unload, entities immediately despawn. This has happened in the overworld with less than a 2 minute delay as well as the End with a less than 3 minute delay confirmed.
Same issue with 18w07c. Loaded 1.12.2 word into snapshot to see new mechanics and how they would affect farms. No guardians spawn in existing guardian farm/temple. Tons of hostile mobs spawning though, so I am assuming the game no longer recognizes this as an ocean monument.
I agree with the original poster here. Hostile mobs have never and should never spawn within the bounding box of an ocean monument. The only spawns should be guardians and bats. If this has changed, was it announced? Was this a one-time-bug?
I have seen this happen on a 1.12.2 server both in the overworld, and in the end. I cannot reproduce it reliably though. It seems pretty random, but has happened during a couple of dragon fights where people died (so nobody was in the end), had slept next to the portal and jumped back in pretty much immediately to find no item entities at all in the end. When I saw this myself, there were no exp balls, no dragon's breath etc. Looked very clean. The dragon was up and flying and the endermen were present.
Have not tried snapshots. They're too broken right now to do any real testing in and it is hard to be sure without killing yourself a dozen times to reproduce the effect.
Can we please get a final ruling on this? At one point it was stated this was works as intended . Taking this out of the game will break things and not add anything to the game... Many thing can lag the game if you play foolishly.
This is happening in 1.13 official. If you type a tilde ~ anywhere in any chat box, command, etc. It locks the controls...no mouse or keyboard possible and you have to abort the game process and restart. Nothing but pure vanilla.
***EDIT: Verified that this is caused by Discord running in background.
If you enable command feedback you will be able to see outgoing whispers I don't think this was true before 1.13 but I have not tested
If minecraft couldn't write the updates for changes, your chunk files will be corrupted. If you don't have a back up then you are doomed.
Is this single player, or on a server?
Isn't this "works as intended?"
That has ALWAYS been a thing. Place a carpet on the hopper, problem solved
While on a multiplayer server (1.13), it appears that once someone signs in and loads up mobs, that when a second player logs in the mob cap fails to split.
The first player will get a lot of mobs spawning around them, but new players will not.
On our server, we have a drowned farm over a river biome. With a player logged in and in spawn chunks, afk at farm produced exactly 1 mob in 1 hour real-time.
Solo, there were hundreds spawned in a few minutes.
I have no evidence that this is specific to drowned, nor do I have evidence that is not the case.
@recon you should try it at least once with just you on the server. This appears to be a bug with how mobs are distributed amongst the players.
This happens if he gets separated from his Llamas and is still attached by lead. Example : he jumps down a cliff or between close trees and the llamas can't follow. (saw this in 1.14.1)
Would it? A screen shot of a water source seemed non helpful.
The last version I tested this in was 1.14.4. I had not seen anything since about changes to the mechanics, however.
I must apologize. I went back to 1.14.4, 1.14, and 1.13 and could not find an instance where the eggs kept their hatch level when silk touched. I must have mis-remembered this as a feature. It would be a nice addition, however.
Are they enclosed by glass, or solid blocks? If glass, they can glitch through partially on chunk unload/reload then fly away. If solid the same but they can then suffocate.
have you tried making the space for them larger?
if you can go into creative or allow cheats try
/effect give @e[type=bee] glowing 60
and see if there are any bees in the area.
They could also clip into a solid block near the hive when exiting and slowly over time take enough damage to die.
Igloos only naturally generate in the snowy plains, snowy taiga, and snowy slopes biomes, not in ice spike biomes.
Villages don't spawn naturally in ice spikes. I do not know about pillager outposts, but I would highly doubt it.