SuburbSomeone (lastname)
- SuburbSomeone
- suburbsomeone
- America/New_York
- Yes
- No
-
Dupe-Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
-
Dupe-Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
Dupe
Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
Dupe of 64909.
Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
Dupe of 64909.
Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
Dupe of 64909. Sorry. This is a better description though, so that's useful I guess.
Whenever I expand the map in the past few snapshots, the original map's area is in the top left rather than the middle. In 14w32b, the zoom is a little to the left of the top center, and in earlier versions, it was further left.
Steps to Reproduce:
1. Fill empty map
2. Use multiple of 8 pieces of paper surrounding map on crafting table to expand map
3. Fill new map
4. Notice difference (may need 2 or 3 expansions to tell clearly)Below is a picture of the bug at work.
Wow, looks like they resolved it, but on my duplicate
MC-66091. Guess a description does help.







Confirmed.
Also, my report
MC-66091is a duplicate. Someone should get to that so we can unite our votes under one thread.It's not in 14w32c/d, so it would be useful if you could change the versions affected LuMo25.
I am appalled at Grum for changing this. This feature was intended and the "fix" is ruining maps. Come on,
MC-64909has 14 votes in about 10 days, andMC-36639just 4 in over half a year. If that doesn't prove this feature was intended, I don't know what does. And also, Jeremy SPECIFICALLY ASKED for this report to be closed. I know it's tiring to do all these fixes, but just looking at the comments first can save you from fixing something that worked as intended. As the old saying goes, "If it ain't broke, don't fix it." Please, just change it back. If this makes it into 1.8, I expect widespread complaints. I might wait for 1.8.1 for my private Bukkit server just because of this (though the banners and prismarine will probably make me get a 1.8.0 Bukkit anyway).After thinking about it, this works EDIT: partially as intended, but IMO the center of all the maps should be (0, x, 0),
not the spawn point as it appears to be located. This could help those who center their worlds at (0,x,0), which seems to be many people/servers, even if the average Joe might not ever use the debug screen.Unless, of course, you change the spawn to (0,x,0). But if the center of the map world is fixed tothe original spawna random point no matter what, then this should absolutely be changed.Arjan,
MC-66091was not fixed. It was a duplicate, and it was resolved because of my comment saying it was a duplicate, not because the bug was fixed. Anyway, I like the new system with the basis on a certain point, but that should be (0, y, 0), or maybe even the spawn point, not some arbitrary number. Coordinates aren't only for debugging; many map mods show coordinates and servers use them in mapping their world. Also, Systems' point 4). So the "debug screen only" point is quite weak. Seems that the new map centering system is glitched, not the maps themselves. As I said earlier, this could be fixed by making the center always (0, y, 0), or maybe even better, go back to the old system. Mappers who wished for this new change might complain that the maps do not interlock, but this could be offset by having an option to show the coordinates without any of the fps/version/java/etc info somewhere such as the inventory or on the screen itself. It seems a majority of users would rather use a coordinate-based system, though a world-grid based system is nice.Sean, given the reaction to this change, it's pretty obvious a majority of people support the old method in comparison to the new one. Though perhaps some might only be complaining about the weird gridding, the old system is fine, and experienced mappers who are complaining have certainly used coordinates once in a while.
Adam's solution of making the center always (0, 0) instead of (64(a^2-a)), (64(a^2-a)) when a is the zoom level is really all that needs to be done, and an option of old vs new would be next to useless if the center was fixed to (0, 0). Joseph, your argument to stop using math sounds anything but intelligent. Math is essential for map makers anywhere, and the new values are confusing, though they do require math skills to figure out. It makes no sense for 64(a^2-a) to be the new center, but I assume this is a glitch.
I've had that happen once when adjusting the chunk distance down to 8. All I get is the same chunk at the edge of world generation, acting as a barrier of sorts.
Seen this for as long as I've been on Minecraft, def. a big issue that seems easy to solve, but I don't really mind. It's weird, but what can you expect from a game constantly in progress?
This and the messed up center of the new maps are the two recently-spawned side effects of new features that I would like to be fixed. Clearly, this is the most influential of the two, and should be fixed in 14w33a, if there even is a 14w33a. If this gets into 1.8, this will be the major complaint. Barring another major glitch, which appears unlikely, this should be a top priority glitch to fix for 1.8.
Joseph, up until dismissing every map I've ever made as wrong, you were spot on. But to dismiss every map ever made as wrong is just lazy. The new system takes a certain corner of your map and makes it the new center, forcing 4 maps to show a certain point instead of 1.I agree that grids make sense for new users,but NOT with the current numbers.and the center of the world should always be (0, 0) or your spawn point, not (NEGATIVE 1088, NEGATIVE 1088), (960, 960), or any combination of the two. This is simple to fix and uses common sense. This is a little nitpicky, but absolutely necessary to some people and in particular almost all servers, unless they use (gasp) FOUR maps. Even then, the center still cannot be determined, which is a very important tool for many servers and people such as myself, Adam, and others. Though gridding is a good idea, more maps made in the past were based on (0,0) than probably any other point and this should be reflected.Please, give me a rational argument that supports these new numbers. I already agree on the grid.I wrote before I read it fully... sorry.
Jesper, (0.0) isn't even the corner. (-64,-64) is.
Well, not confirmed. What do I say? It's in 14w32d.
14w32d. (that was for the pictures. weird.)
Agree with you Joseph, a Mojang staffer would really help. I've woken up fairly late over the past few months, and since noon in Stockholm is 6 AM in my time zone (EST), the earlier, the better for me. I'll try and get attention to the issue the earliest I think of it.
I've come around to like the quadrant system (centered at (0, 0), of course), but for a new player, how is a quadrant-based system helpful? It hurts anyone who wants a map centered on themselves to map their tiny little area, though maps in general are probably more useful in creative or on big servers, which are the two big sections of the game that could use the quadrant system. This was already a little off with the closest-multiple-of-64 system, but with bigger maps the system is far more out of whack. So what I propose is to slightly modify the crafting recipe for quadrant-based maps. Normal maps will go by the usual recipe of 8 papers and the map, and quadrant maps will use a compass in the top center slot instead of a paper. So, here's the new recipes;
Normal Map-------------Quadrant Map
PPP-----------------------PCP
PMP-----------------------PMP
PPP-----------------------PPP
P: Paper M: Map C: Compass
Thoughts?
I've seen that happen with signs in 14w32d.
In 14w33a.
Every direction except
south and southeastwest and northwestDefinitely intended, but I preferred the old one and I'm sure you did as well. This is more of a suggestion.
WestEast is glitched as well, even at night. See the attachment; the front is east, the back is west. The front one faces west, and the back one faces east.Is this
MC-66970?Searge has acknowledged this on his twitter feed. I would wait for the next snapshot, either today or tomorrow, to see this fixed.
Alright, next snapshot/1.8 it is! Thx
SeargeMog!This is a dupe of another issue,
MC-66983I think.I see
MC-66970in the pic, lol.So this is the slimes not sticking to the piston, correct? Slimes, IMO, should stick, so this is worthy to report.
facepalm This is the millionth time someone has reported
MC-66970.Typo in the duplicate...
MC-66970...MC-65533.Is this a bug? I certainly am not a fan of this, but I don't think it's a bug. However, it should be changed regardless.
This is technical support, believe Mojang has something for that.
You have got to be kidding me. MC-66790.
This is probably
MC-66970.STOP IT ALREADY! This is a dupe of
MC-66970, and that will be resolved in the next snapshot.nice description, though.
MC-66970MC-66970MC-66970This was fixed in 14w33a on
MC-66166I'm pretty sure. If you still have problems, you can go there to report, or simply keep up with this ticket.Finally, a stairs issue NOT duplicating
MC-66970.Can you define the glitches? This is
MC-66970, or it's not. (I know, I'm not a mod.)Will be resolved in 14w34a. This is a duplicate of
MC-66970.I can't even comment anymore, I have nothing to add to Altti's argument.
Jonathan, I like your recipe, but normal maps should still have a player-centric system. To ask a person, who has never mined deep enough for redstone or been even near emeralds, to follow a grid on their own map is way too complicated for many. Though I like the grid system, it is too complicated for first-timers, and the two systems should be separate from each other. So, combining my recipes with Jonathan's, and tweaking them a bit, here's a proposal on how to create these maps. All maps will expand with the same recipe as always.
Normal (created Player-Centric)
Zoom: 0
~~~PPP
~~~PCP
~~~PPP
Gridded ((0,0)-Centric). Icon will be normal map with closed grid on it.
~~~PRP
~~~PCP
~~~PPP
Full (always Player-Centric). Icon will be normal map with Steve head in middle.
~~~RER
~~~PCP
~~~PPP
For the full map, the map can be placed entirely within item frames by first placing your current area in a frame, and then the frames beside them would have the map 1024 blocks N, NE, E, SE, S, SW, W, or NW of the original, and so on until the entire map is posted. All maps will expand on the frames as they do in the player's hands, though this could take a while, maybe even 1.9/2.0. For 1.8, I think the current (1.7) system should be kept until the gridded system can become its own entity, which hopefully can happen in the pre-releases or in 1.8 itself, because it seems 14w34 will be the final week of 1.8 snapshots.
Sebastien is right. The gridded system, while helpful to experienced mappers, simply does not work for the average player.
The moment I saw this bug, I decided to test it out on 14w34d as soon as I could. When I flew high enough to avoid seeing any structures, the fps, in fact, jumped up to 110. So I could not confirm this. If this doesn't happen again (in 14w34d), this FPS drop was likely due to some weird lag.
Thanks Alex, didn't notice the java was a whole update behind. I was writing when you posted that.
d?
Confirmed
Yes, yes, and yes Matthew. All the maps should center at where you create the first one.
/\/\ This.
It could always be one of those secret updates though.
Definitely a bug, but I'd take full advantage of it while we can (probably up until the first 1.9 snapshot)
Definitely a big bug here. Would like to see fixed. The colored beacons are great, don't ruin them now.
This ticket is probably a result of a secret change to maps implemented by fixing
MC-36639.Let's see if we can agree on a few things. I agree that:
The new grid system helps experienced mappers
The old system helped newer mappers
The new grid system's center of (-64, -64) is confusing
The grids help connect maps
The grids prevent personal maps
More math is required for old maps to connect
HIS NAME... IS STEVE. (technically, it's Steve?.)
This is 1.7.10 we're talking about, download 1.8 pre-1 and see if it's fixed. You may have to enable snapshots.
Also, the beacons' movement is slower than usual, maybe even 2-3 fps. This was much less than the 96 fps I got otherwise.Actually Matt, it seems that it isn't (-64, -64) as previously thought. It has no center whatsoever. This proves that this must be a bug.
MC-68247is what you're looking for.Yeah, this is the one.
Still in 1.8-pre1.
East, south, and west are the three cardinal directions affected, and southeast and southwest are the two corners affected. Anything north is not affected. But as we learned with the bug in one of the recent snapshots, this may be hard to fix.
It's back.Nevermind. It's a little slow, and fluctuates a lot, but it's nothing a clean computer can't fix.
I've also noticed that if you look at the beacon straight on, you are less likely to see it than if you looked further to the side,
/\/\/\ this.
.|.|.|.
Looks as though this won't even be fixed in 1.8.
Strange how Mojang's people have failed to address this (or the beacon glitch) yet. Grids are nice, but... I'm just repeating myself, open up the old comments and you'll see. Hopefully the lack of Mojang staff on this issue = them being hard at work, but I'm not so sure. If votes were the default way to organize bugs, and they looked for bugs past
MC-60000, then I'm sure they would know.Seen both dark and light patches, more dark as of late (1.8-pre3).
ehh... it kinda is. It is neither based on (0,0) nor spawn, and unless a formula is stated in the code, then it is a bug, no question. IMO the maps should be gridded based on where you create your first one. So if you create your first map in a certain world at your spawn (let's say 36, 67, -124), and zoom it out to 1:16, then the borders should be (1060, y, 900), (1060, y, -1148), (-988, y, -1148), and (-988, y, 900). If you create it at (0, y, 0), the borders should be (1024, y, 1024), (1024, y, -1024), (-1024, y, -1024), (-1024, y, 1024), or maybe adjust all those numbers closer to the center by 1 to fit the map. In the first case, (1060, y, 900) would be the NW corner of the SE map out of a group of 9 maps, (1060, y, -1148) would be the SW corner of the NE map out of 9 maps,
etc.
I still think the old way was better for the average user.
Confirmed for 1.8. This is a noticeable glitch and should be easy to fix, wonder how it got in the official update.
The most minor glitch ever, but I noticed this and hope it gets fixed.
69 votes right now, so Mojang have probably seen the bug (though you never know...) and are working hard to fix it. No assignment yet, but I think they are. This will be fixed in 1.8.1, no doubt.