Donald Granger
- vandesdelca32
- vandesdelca32
- America/Edmonton
- Yes
- No
I've noticed since the latest snapshots that small animals, when they are pressed up against say, a cobblestone wall, they won't ever move away from it, as if they think they're stuck inside of it with nowhere to 'path out of the block', even if they aren't actually stuck inside said block.
I've noticed this happening in 12w49a as well as the version tagged above. (This could also have been happening in 1.4.5, but I wasn't paying much attention to it at that point)
The screenshot below is just showing the chickens all crowded up in the walls, and have been like that... for in game weeks.
Edit: It seems to happen most frequently around the corners of wall blocks and fences.
Unmodded Minecraft 12w50b,Windows 7 Professional 64 bit, Java 1.7.0_07(32 and 64 bit)Windows 7 Professional 64 bit, Java 1.7.0_10 (32 and 64 bit), 8 GB of RAM, 2.2GHz CPU
Windows 7 Professional 64 bit, Java 1.7.0_1
0(32 and 64 bit), 8 GB of RAM, 2.2GHz CPUWindows 7 Professional 64 bit, Java 1.7.0_15 (32 and 64 bit), 8 GB of RAM, 2.2GHz CPU
Windows 7 Professional 64 bit, Java 1.7.0_15 (32 and 64 bit), 8 GB of RAM, 2.
2GHz CPUWindows 7 Professional 64 bit, Java 1.7.0_15 (32 and 64 bit), 8 GB of RAM, 2.8GHz CPU
Windows 7 Professional 64 bit, Java 1.7.0_15 (32 and 64 bit), 8 GB of RAM, 2.8GHz Quad-Core CPU
Windows 7 Professional 64 bit, Java 1.7.0_
15 (32 and 64 bit), 8 GB of RAM, 2.8GHzQuad-Core CPUWindows 7 Professional 64 bit, Java 1.7.0_51 (32 and 64 bit), 8 GB of RAM, 2.8GHz 8-Core CPU
Was messing around with the new effects on a server, and after quite a bit of randomly playing with, adjusting my max health and eating golden apples, I caused my health indicated on the scoreboard to fall out of sync with the displayed number of hearts in game.
Note the screenshot health says -1, when it should say 0 for a dead player.Was messing around with the new effects on a server, and after quite a bit of randomly playing with, adjusting my max health and eating golden apples, I caused my health indicated on the scoreboard to fall out of sync with the displayed number of hearts in game.
The scoreboard created was /scoreboard objectives add CurHP health HealthNote the screenshot health says -1, when it should say 0 for a dead player.
Java 1.7.0_21, Windows 7 Professional 6.1.7601, AMD Radeon HD 5770 graphics, Intel i7 860 (2.8MHz) processor
Was messing around with the new effects on a server, and after quite a bit of randomly playing with, adjusting my max health and eating golden apples, I caused my health indicated on the scoreboard to fall out of sync with the displayed number of hearts in game.
The scoreboard created was/scoreboard objectives add CurHP health HealthNote the screenshot health says -1, when it should say 0 for a dead player.
Was messing around with the new effects on a server, and after quite a bit of randomly playing with, adjusting my max health and eating golden apples, I caused my health indicated on the scoreboard to fall out of sync with the displayed number of hearts in game.
The scoreboard created was /scoreboard objectives add CurHP health Health
Used the /effect Vandesdelca32 21 9999 19 to give myself 100 health.Note the screenshot health says -1, when it should say 0 for a dead player.
Was messing around with the new effects on a server, and after quite a bit of randomly playing with, adjusting my max health and eating golden apples, I caused my health indicated on the scoreboard to fall out of sync with the displayed number of hearts in game.
The scoreboard created was /scoreboard objectives add CurHP health Health
Used the /effect Vandesdelca32 21 9999 19 to give myself 100 health.Note the screenshot health says -1, when it should say 0 for a dead player.
The clouds
seem to shift against afixed point when rotating the view. See the video linked here.Linky: http://youtu.be/7fqaXN1DQXM
The clouds are not fixed to a specific point as the field of view changes (Moving the camera around causes the clouds to move with it, when they should be sitting still.)
Linky: http://youtu.be/7fqaXN1DQXM
When the player or any entitiy takes damage, it can cause knockback when it normally did not before.
A perfect example is to set yourself or a monster (That does not have knockback resistance) on fire, and watch them get thrown around like they're being punched.
Being on fire and taking falling damage are the triggers I noticed, which originally did not cause knockback











A better view, you can see the chickens stuck next to the corner blocks of the walls, and watching me, as if they're trying to get to the seeds, but can't. (The second picture)
I can confirm it as well in 13w07a, using an AMD HD 5770 graphics card. From what I've seen of the comments, it affects AMD users the most.
@Rafael:
This is incorrect as of the snapshot versions. My AMD card has all settings (which is in fact the defaults) set to "Use Application Settings". I've never forced anti-aliasing or anisotropic filtering on any game, because the results usually look terrible.
This also applies to particles and water, they're drawn behind the water, regardless of where the water actually is.
As a temporary solution, you can throw snowballs or eggs at the chickens just over the fences (Thier hitboxes are taller) to dislodge them
It's not just corner walls they get stuck in, they can get stuck anywhere along the walls, but strangely not in fence gates.
You can test this yourself in the world attached. Fly above the chickens with seeds and watch them follow you, (or bug out and just stand in the walls). (if they're not in their pens, then that's another bug...)
I can confirm that it does infact happen in the latest snapshot, and following those steps exactly can cause the scoreboard to fall out of sync with the player's actual health.
It has been like this since the Smooth Lighting mod was incorporated directly into Minecraft, ever since... Beta 1.3 or something it was.
I can confirm that this is happening in 1.7.2/3 as well with a 3 wide player list. the boxes aren't quite big enough and scores aren't getting displayed for users with long names
This issue seems fixed in 14w11b.
This is kinda normal... the item is knocked back from the 'damage' and it's been happening since alpha/beta MC, so...
The intent of the NoAI tag is to stop all AI ticks from affecting that mob. That includes movement.
This is still a concern in the latest version. They are still getting stuck in the corners of fences.
still seems to be an issue in 16w02a
I can no longer reproduce this issue in the latest version of PC minecraft (16w02a)
I don't think so. The closest you can get is subscribe to the mojang.com blog with an RSS reader. If it enables notifications, then you're all set!
The stuttering of monsters is less than it used to be, but the server's CPU usage still shoots up to 100% on 1.9. (2.8ghz CPU) when using Snocrash's farm. (We've built one from scratch, and it really does exemplify this problem quite well)
Can confirm this is the case. I switch between fullscreen and windowed all the time.
Every time you edit your post or comment, you are sending out an email to everyone who is also watching this issue. Just wanted to let you know.
Unfortunately not D:
16.15.11 is the FPS as the blocks in the farm update (This is a mob grinder that dispenses water every so often)
16.15.16 is the FPS sitting idle, nothing going on.
16.22.25 = Idle
16.22.36 = Block Destroyed
16.22.42 = Block Placed
These are all in a superflat world (redstone ready preset, freshly generated)
You can use /debug start and /debug stop on servers as an Operator to get similar log files to explain what is going on on a server.
Yeah, this is still an issue, I just tested it out, turning off VSync is required to reproduce it properly. place or remove a block outside of vsync lock and the fps will spike dramatically for each block update.