UncleMion
- unclemion
- unclemion
- Europe/Stockholm
- Yes
- No
ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at [MCP]ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
EDIT:
Try this code in (MCP)ItemPotion.getSubItems():[code]
for (int var4 = 0; var4 <= 32767; ++var4)
{
List var5 = PotionHelper.getPotionEffects(var4, false);if (var5 != null && !var5.isEmpty())
{
var5.add(var4 & 16384); //tack on a boolean for splash/not-splashif (!field_77835_b.containsKey(var5))
{ field_77835_b.put(var5, Integer.valueOf(var4)); }}
}
[/code]
ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
EDIT:
Try this code in (MCP)ItemPotion.getSubItems():[code]
for (int var4 = 0; var4 <= 32767; ++var4)
{
List var5 = PotionHelper.getPotionEffects(var4, false);if (var5 != null && !var5.isEmpty())
{
var5.add(var4 & 16384); //tack on a boolean for splash/not-splashif (!field_77835_b.containsKey(var5))
{ field_77835_b.put(var5, Integer.valueOf(var4)); }}
}
[/code]ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
EDIT:
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.
clones
(Note - I already reported this issue, but made the mistake of saying it was a duplicate of
MC-1517ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.
EDIT:
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.
(Note - I already reported this issue, but made the mistake of saying it was a duplicate of
MC-1517ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
A quick fix? Try looping from 32767 to 0 so you get the smallest potion value for each effect. Note that this may cause other problems if some bits aren't set, so it'll take some checking.EDIT:
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.(Note - I already reported this issue, but made the mistake of saying it was a duplicate of
MC-1517. It's related to that issue but doesn't really duplicate it, also my issue provides a lot more information about the problem.)ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minute Potion of Fire Resistance from the Creative Menu, putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.
I've also noticed that the potions used by the Witch use the larger "creative menu" potion values instead of their brewed potion values. It'd be good to fix that as well.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.
(Note - I already reported this issue, but made the mistake of saying it was a duplicate of
MC-1517. It's related to that issue but doesn't really duplicate it, also my issue provides a lot more information about the problem.)ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
For example, try taking a 3-minutePotionof Fire Resistance from the CreativeMenu,putting it in a Brewing Stand, and adding a Ghast Tear. It will brew into a 22-second Potion of Regen II.I've also noticed that the potions used by the Witch use the larger "creative menu" potion values instead of their brewed potion values. It'd be good to fix that as well.
LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.
(Note - I already reported this issue, but made the mistake of saying it was a duplicate of
MC-1517. It's related to that issue but doesn't really duplicate it, also my issue provides a lot more information about the problem.)ISSUE:
When you take a Potion from the Creative Menu brewing tab, its numeric value is larger than it should be. The bits that don't have to do with the potion effect requirements are all set to 1.
This doesn't seem to affect using the Potions, but since some of the bits set to 1 control whether you can add more ingredients, you can do some odd brewings.
I've also noticed that the potions used by the Witch use the larger "creative menu" potion values instead of their brewed potion values. It'd be good to fix that as well.
HOW TO CONFIRM:
1) Get a 3-minute Potion of Fire Resistance from the Creative Menu.
2) Put it in a Brewing Stand.
3) Add a Ghast Tear.WHAT I EXPECT:
Nothing happens. Ghast Tear shouldn't brew with a finished potion.WHAT I GET:
It brews a 22-second Potion of Regen II.LIKELY CAUSE & FIX:
I took a look at (MCP)ItemPotion.getSubItems(), which generates the set of Potion items for the brewing tab. Currently it loops through the possible values 0 - 32767, adding values that create potions to a List indexed by the potion effect. This means that, if more than one potion value produces the same effect, the list will end up with the largest potion value for that particular effect - hence all the "don't-care" bits are set.
I've attached a piece of code for you to try in (MCP)ItemPotion.getSubItems(). It will account for missing Healing/Harming potions and use the smallest value for each potion effect.
is duplicated by
This issue probably duplicates
MC-1517.Hmm, although
MC-1517is describing the same sort of problem, my issue description has a lot more info and an explanation. Is there a good way to say "look atMC-1705for gory details"?See
MC-1705for more details on this problem with potions, the likely cause, and a possible fix.I've also noticed that the drinkable Potion of Healing & Potion of Harming are not in the creative menu. They seem to map to the same potion effects as their splash versions, probably since they're instant.
Updating the description with a bit of MCP code that does the job of covering both the splash & non-splash instant potions and using the smallest potion value for each effect.
(Maybe you could make
MC-1517the duplicate instead of this issue, considering that this has more detail and a fix?)The FOV seems fine, even with Quake Pro. I don't get the "seeing through the world" problem when walking close to blocks when view-bobbing.
It may feel like you're "too close" when standing right up against a block if you're not used to it, but if you go into 3rd-person, the block area covered by your head is pretty close to the FOV area in first-person, so it's probably okay.
I can confirm this bug. I had to fix it for my resizing mod to work properly, after it kept causing "illegal stance" errors in multiplayer.
(Using MCP v7.25 on Minecraft 1.4.6)
The piece of code that needs to be changed is in the Entity.moveEntity method, in the part right before the Profiler section "rest", just before where Entity.ySize gets changed:
double var40 = this.boundingBox.minY - (double)((int)this.boundingBox.minY);
The "(double)(int)" causes the player to glitch through to the bottom of the short block before getting popped back up. My fix was this:
double var40 = this.boundingBox.minY - var29.minY;
Where "var29" was the copy of the entity's bounding box made before checking block collisions:
AxisAlignedBB var29 = this.boundingBox.copy();
I hope this helps
I've noticed the problem with the target syntax
myself. It only occurs when there's more than 1 person connected to a server, as you noted; it also happens with LAN sessions with additional people connected.
Checking the source for Minecraft 1.5.1 (decompiled with MCP 7.44),
the problem is in the method ServerConfigurationManager.findPlayers:
This is in a loop; the first time through it's okay, but since it removes any leading ! from par9Str, it won't work any additional times - in fact, for any player after the first one, it will act as though the command target was
The solution? Don't change par9Str, make a local String variable and change that instead:
The same applies to the team name check on par10Str.
I always assumed the floating was a representation of "creeping", since sneaking players also "float" 0.125m over the ground like that. Not clear to me why it required "fixing".
EDIT: Ah, it looks like the player floating while sneaking also got "fixed" in a recent snapshot. No worries since at least that's being consistent, but I wonder if anyone asked Notch if the floating while creeping/sneaking was on purpose.