Brian Santos da Fonseca
- TBlazeWarriorT
- tblazewarriort
- America/Sao_Paulo
- Yes
- No
I'm here to report a bug, but to beg you not to fix it, or to add it to the game. It's awesome! You can add custom textures to heads using commands in the game: check https://www.youtube.com/watch?v=J0ulXBtxQvo . Please, don't fix it even tought I think it's a bug or add it to the game.
Example: /give @p skull 1 3 {SkullOwner:{Id:00000000-0000-0000-0000-000000000000,Properties:{textures:[
{Value:e3RleHR1cmVzOntTS0lOOnt1cmw6Imh0dHA6Ly9pLmltZ3VyLmNvbS9nZ1hsZWhFLnBuZyJ9fX0=}]}}}
There's also a generator where you can use any texture: http://www.reddit.com/r/MinecraftHeads/comments/24quwx/discussion_game_over/
The Lava is buggy and the water is invisible. It gets fixed with a resource pack but the "mouse cross/crosshair" gets buggy.
Left screenshot: no resource pack.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty
{Command:""}{Command:"Hi World"}
Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/command inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.Affected Chunks:
Structure Block UIs will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty
{Command:""}Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
{Command:"Hi World"}
Change a single of ANY of the commands to have an unsuccessful output (such as), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/command inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.Affected Chunks:
Structure Block UIs will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/command inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.Affected Chunks:
Structure Block UIs will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.Affected Chunks:
Structure Block UIs will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.Affected Chunks:
Structure Block UIswill not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields.
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading, and after loaded, the wolf that teleported with you due to it's AI will be flickering. You can still make him sit/stand, but he completely loses his hitboxAffected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading, and after loaded, the wolf that teleported with you due to it's AI will be flickering. You can still make him sit/stand, but he completely loses his hitboxAffected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading,and after loaded,the wolf that teleported with youdue to it's AIwill be flickering. You can still make him sit/stand, but he completely loses his hitboxAffected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his hitboxAffected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his hitbox, and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses hishitbox, and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his collision-hitbox (can't be pushed around), and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Having 63-64 Powered Chain Command Blocks Bugs the Chunk and Causes multiple kinds of lag.
Reproducing: Go inside any chunk of any map on 1.12.2. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his collision-hitbox (can't be pushed around), and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Reproducing: Go inside any chunk of any map on 1.12.2 or later. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his collision-hitbox (can't be pushed around), and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Windows 10 (updated)
GTX 750 1GB
i3 3210
8GB RAM
Fresh Vanilla Minecraft 1.12.2
Windows 10
(updated)
GTX 750 1GB
i3 3210
8GB RAMWindows 10
4x Intel Core i3 3210 @3.2Hz
8GB RAM
GeForce GTX750/PCIe/SSE2 1GB VRAM
4.6.0 NVIDIA 388.71
Java 1.8.0_25 64bit
Having 63-64 Powered Chain Command Blocks Bugs theChunkand Causes multiple kinds of lag.X amount of Command Blocks in a chunk glitches the chunk, entities, hitboxes and frame rate dramatically
X amount of Command Blocks in a chunk glitches the chunk, structure blocks, entities, hitboxes and frame rate dramatically
Reproducing: Go inside any chunk of any map on 1.12.2 or later. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected,no matter what the text/commands inside them or the Repeating one are.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his collision-hitbox (can't be pushed around), and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
Reproducing: Go inside any chunk of any map on 1.12.2 or later. Place a POWERED Empty [Command:""] Repeating Command Block AND connect to it 63 Empty Chain Command Blocks inside that SINGLE chunk.
Change a single of ANY of the commands to have an unsuccessful output (such as [Command:"Hi World"]), and the chunk will become affected.
OR you can also add a 64th empty Chain Command Block, and the chunk will also become affected.
If you have any 64 powered Chain Command Blocks, the chunk will become affected, even if all 65 Command Blocks are empty.
You can also have two Repeating Command Blocks activating 32 Chain Command Blocks each, and so on.
Conditional Chain Command Blocks don't seem to affect that count, you can have as many of them anywhere on the chain.Whenever I LOOK directly at the Command Blocks that are affecting a chunk, I have big performance issues. Turning around and looking at them can cause a FPS drop from an average of 500 frames to an average of 100 frames, with no entities near.
Also, when I'm near those Command Blocks, I sometimes get TPS lag (visual rollback after breaking or placing blocks, world takes longer to load, player hand flickers while loading world) and also "ghost FPS lag", as my screen stutters even at 300 FPS, as if I was at 30FPS instead.
Have in mind that if I have 62 Chain Command Blocks, for example, they won't cause any noticeable lag. As soon as I place the 63rd/64th one, the issues above start happening, so it's not caused by the command amount itself, but by the bug caused from the conditions above.Also causes entity flickering after teleports, until the entity is "refreshed" (likely by relogging or teleporting again).
A wolf is a good example. Tame a wolf and teleport towards the affected chunk using a button. The world should take longer than usual to load, your hand will also flicker during loading and after loaded the wolf that, due to his tp AI, was teleported with you will be flickering. You can still make him sit/stand, but he completely loses his collision-hitbox (can't be pushed around), and if he takes damage he becomes red until refreshed and makes an even weirder pose.Affected Chunks:
Structure Block UI will not work properly anywhere inside affected chunks. After clicking the "Change Structure Block Mode Button", your screen will flicker and redirect you to the last screen (button will not work fully, but if you press done and reopen, you might or might not be at the next screen, based on which one you were).
Additionally, if you try to go from "LOAD" to "CORNER" mode, you will get stuck between both, on a new screen, that says "CORNER" mode, but has the "LOAD" mode's text fields. (see screenshot)
All buttons except "MODE" button in all screens will disappear after you click the "MODE" button until you reopen the UI.Entity Flicker Example: https://www.youtube.com/watch?v=_NChbKy7kvY
launcher_log.txt
launcher log, attempt 2, here it goes.
[A separate ticket for this crash instead of a comment on MC-82703 was requested, so here it is]
Summary/reproducing:Replacing64 or more Ender Chests into Enchantment Tablescauses game to crash.[A separate ticket for this crash instead of a comment on MC-82703 was requested, so here it is]
Summary/reproducing: Simply replace 64 or more Ender Chests into Enchantment Tables using a /fill command. Game will crash. Crash report attached below.
MC-82703 causes game tocrashFilling 64 or more Ender Chests into Enchantment Tables causes crash
user-f2760 & Brian Santos da Fonseca This is not a discussion forum please move your conversation to the Discord or the subreddit
DokterKaj & Brian Santos da Fonseca 1.16.3 & 1.16.5 is no longer a valid testing version please test this in 1.17.1 or the latest snapshot




llog.txt
Didn't actually know that feature existed. There's your log!
launcher_log.txt
Launcher log, attempt #2, here it goes.
Launch fail cause seems to be the following:
~[0210/013316:INFO:GameCallbacks.cpp(178)] launcher/launcher (main) info Process closed with exit code 1
[0210/013316:INFO:GameCallbacks.cpp(178)] launcher/launcher (main) info Exception in thread "main" joptsimple.OptionArgumentConversionException: Cannot parse argument '--height' of option width
at joptsimple.AbstractOptionSpec.convertWith(AbstractOptionSpec.java:92)
at joptsimple.ArgumentAcceptingOptionSpec.convert(ArgumentAcceptingOptionSpec.java:277)
at joptsimple.OptionSet.valuesOf(OptionSet.java:223)
at joptsimple.OptionSet.valueOf(OptionSet.java:172)
at net.minecraft.client.main.Main.main(SourceFile:95)
Caused by: joptsimple.internal.ReflectionException: java.lang.NumberFormatException: For input string: "--height"
at joptsimple.internal.Reflection.reflectionException(Reflection.java:136)
at joptsimple.internal.Reflection.invoke(Reflection.java:118)
at joptsimple.internal.MethodInvokingValueConverter.convert(MethodInvokingValueConverter.java:48)
at joptsimple.internal.Reflection.convertWith(Reflection.java:124)
at joptsimple.AbstractOptionSpec.convertWith(AbstractOptionSpec.java:90)
... 4 more
Caused by: java.lang.NumberFormatException: For input string: "--height"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65)
at java.lang.Integer.parseInt(Integer.java:580)
at java.lang.Integer.valueOf(Integer.java:766)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at joptsimple.internal.Reflection.invoke(Reflection.java:116)
... 7 more~
It might be an expansion to
MC-82703, or a similar issue. Not a duplicate, though.No, not an expansion. I reproduced
MC-82703, and it does only get triggered after a second fill command, unlike this one, which is unavoidable, affects structure blocks, causes FPS/other issues and doesn't get fixed after chunk reloads, as the other one seems to. Not even as similar as I though to this one, as this one is much worse.Additionally,
MC-82703still happens in the latest snapshots, and can cause crashes, as I described into it's page. (requires updating)Also happens in 18w06a. Gets fixed upon chunk reload. Filling Ender Chests into Enchantment tables also caused the following crash:
crash-2018-02-10_03.26.44-client.txt
Still not fixed in 18w07b. Really hoping for a fix.
Still in 18w08a
Already attached all info possible, will try to attach even more if requested. Bug seems to be present in all snapshots. Still awaiting for confirmation as of snapshot 18w19b. I believe this bug would definitely cause later issues if it came live to the 1.13 release.
Still waiting for confirmation...
Test.zip
This attachment is a Minecraft Flat World where the bug can be easily reproduced. Simply try to cycle through the Structure Block menus and you should see it doesn't work. (Currently verifying if it has been fixed in 1.13-pre6, since it can't be reproduced like that anymore in that version)
Seems fixed (or at least partially fixed) in 1.13-pre6. I'll consider it fixed unless I get further issues in the future.
This bug can also be seen in this video, in 2:25, when he trades emeralds for the chestplate that shows 1 emerald as cost but gets 5 emeralds deducted instead -> https://www.youtube.com/watch?v=poK7CzjWsGM
I'm hoping it gets fixed soon, it can be really misleading, completely broken display
Still having issues with this in 1.16.5. Did it really get fixed or Mojang just looked away and said they won't fix it?
> We're tracking this issue
Well, if by tracking you mean doing nothing since 2017, alright. I did my part by reporting it.
That wasn't sarcasm, just facts.
What's the point of keeping it up-to-date if nothing is being done about it? Sounds like just a waste of time as it is roughly about the same as ignoring it.
I'd be able to believe what you said just ok if it wasn't like the 10th time Mojang pulled a Mojang and did the same thing over and over again. By this point I can't count how many hours I lost because of bugs that haven't been fixed for 5 years and won't be fixed on the next 5, including the time I'm losing typing this explaining it to a random person.
I don't think it's worth further discussing our opinions about this and I ultimately blame Microsoft for not managing stuff properly (or at all).
> and fix everything they break in the progress of every change
and (not) fix what they break in the progress of every change, clearly. You're forgetting they're not fixing things here
> Do not assume game development is easy for 1 moment
Yes, Mojang/Microsoft really must suffer with the lack of money and people to hire, good thing they can wipe their tears away with our cash
> Microsoft is not in control of Mojang
This part sounds ok, I can understand that. Although Mojang is also not in control of Mojang either, since if they were, there wouldn't be open bug reports from 2014-2017
If they can't handle their own game (which according to you they can't, as you make them sound very incompetent), they should stop updating it and go back and fix the mess that was left behind, or open source the game/add proper modding support and let people who ACTUALLY know how to fix the game do their thing.
I told Dhranios I didn't want to discuss opinions here, but they didn't listen. Thanks Anthony
"these things just had to be said" that's just your ego feeding into your obsession of defending someone who is wrong, nothing that you said makes sense and by this point you're just trying to diminish others including me and modders to compensate for your lack of arguments.
Can you please stop reviving this discussion now before I get banned because of your nonsense? Thanks
Since it seems like Mojang did not plan to fix this bug since 1.12 nor plans to do it in the future, I'd like to document a workaround for this for future players reading this bugreport.
To bypass this bug, the player can perform a sequence of commands to clone a multi-line book and quill from a chest and instantly add it to a player's inventory, without triggering the bug.
The commands are:
/summon item ~ ~10 ~ {PickupDelay:0,Tags:["temp"],Item:{id:"minecraft:writable_book",Count:1b,tag:{pages:["a"]}}} /data modify entity @e[type=item,tag=temp,limit=1] Item set from block 0 100 0 Items[0] /tp @e[type=item,tag=temp] @pThe first command will summon a vessel to hold the currently problematic NBT we are trying to use (that Mojang considers problematic for no reason, since it is perfectly valid NBT).
The second command looks for a chest at the coordinates 0 100 0 (can be changed to any coord), grabs the NBT from the book and quill on the chest, and puts it on the item that was summoned using the first command
The third command teleports the summoned item to the nearest player, making it instantly be picked up, which is similar behavior to a /give command.
I hope this helps someone. I would say I also hope Mojang fixes this bug but I know they won't. Have a nice day yall!
Confirmed for 1.16.5 and now I want to jump off a (Minecraft?) cliff