ZaCloud
- ZaCloud
- zacloud
- America/New_York
- Yes
- No
I'm not sure if this should be considered a duplicate of
MC-42088. If someone's symptom is blocks not breaking, then this kind of post would be what they're looking for. Not "chunk loading errors." Maybe it should just say they're "related" instead, if both sets of symptoms stem from the same issue.It was very hard for me to try reporting/voting up/updating this issue, because of this post listed as a "duplicate" of
MC-42088, when that other post does not match the symptoms stated in THIS post. Get what I mean?Unless someone could update
MC-42088to include this symptom, both in the main post AND the title. Then it would be fine.
When harvesting wheat, it occasionally shows as smooth stone blocks instead of wheat, for a brief instant.
I'm suspecting it MIGHT be related to
MC-11834, since I got the errors at the same time as these harvestings, but I can't be sure. Could it just be a general error of breaking blocks and the wrong things coming out briefly, whether visible or not?EDIT: This also happens with sugarcane occasionally.
When harvesting wheat, it occasionally shows as smooth stone blocks instead of wheat, for a brief instant.
I'm suspecting it MIGHT be related to
MC-11834, since I got the errors at the same time as these harvestings, but I can't be sure. Could it just be a general error of breaking blocks and the wrong things coming out briefly, whether visible or not?EDIT: This also happens with sugarcane occasionally.
When harvesting wheat, it occasionally shows as smooth stone blocks instead of wheat, for a brief instant.
I'm suspecting it MIGHT be related to
MC-11834, since I got the errors at the same time as these harvestings, but I can't be sure. Could it just be a general error of breaking blocks and the wrong things coming out briefly, whether visible or not?EDIT: This also happens with sugarcane occasionally, and breaking Lilacs sometimes briefly show up as Peonies. This may have already been submitted, will check. I know something like this was present in the snapshots when breaking grass; it might be a duplicate or related.
When harvesting wheat, it occasionally shows as smooth stone blocks instead of wheat, for a brief instant.
I'm suspecting it MIGHT be related to
MC-11834, since I got the errors at the same time as these harvestings, but I can't be sure. Could it just be a general error of breaking blocks and the wrong things coming out briefly, whether visible or not?EDIT: This also happens with sugarcane occasionally, and breaking Lilacs sometimes briefly show up as Peonies. This may have already been submitted, will check. I know something like this was present in the snapshots when breaking grass; it might be a duplicate or related.
EDIT 9/16 - This may be a duplicate of
MC-53439, just a different object due to block type.
I made custom blocks for a resource pack, and used transparent .png created in Paint Tool Sai to make some blocks invisible, and others with only small lines visible. They are properly transparent in 1.7.10 (though you can see through the whole world through the bottom, but that's another issue...).
But in 1.8 and 1.8.1, you can see through it when it's in your hand, but once placed, it becomes black. My re-textured bedrock blocks go from clear with squiggles in my inventory and hand, to black with squiggles when placed. The same with clear-textured redstone blocks.
Default glass seems to be fine somehow.

Update this please, to include version 1.6.2. I just got done with a round of testing (A mere 6 block fall can still cause damage, even with full Feather Falling on the boots, and full Protection on ALL pieces, sheesh!). There was a difference to the damage even if I was merely walking rather than dropping, it was throwing off my test results for a long time since I wasn't realizing that the walking was the variable.
I had to mince very delicately in little baby-steps off the edge in order to get the real damage (0-1/2 heart) vs still-slightly-walking damage (1/2 - 1 1/2 hearts). It even seems to sometimes affect you when throwing Ender Pearls, though my results were not consistent enough for me to log it as an official issue (Two times out of twenty, walking or running while throwing an Ender Pearl dealt me 1 heart of damage instead of 1/2).
Also, it seems that the protection value for Feather Falling cuts off abruptly at a certain point. In MCEdit, I upgraded my Feather Falling to level 127 (128 would make negative numbers due to RAM stuff), but it still afforded no more protection than Feather Falling IV. A real shame for those of us who use super-charged items in custom Adventure maps. Not sure when this became an issue, not sure if I'm allowed to consider it "nerfed", but I do remember Feather Falling protecting me 100 percent from VERY long falls in the past. Really sad that it doesn't now, especially if we're walking (which, face it, most of us are) when we drop down hills.
Confirmed for 1.7.2 and 1.7.4, please add to the list. Since I'm doing rapid successions of Hardcore Speed-Runs, my poor world list is getting FULL of "New World---------------" etc when this used to not be a problem!
Before, it was bad enough that clicking to return to the Main Menu instead brought you to a server list... but now, you either save and quit, or save and go to the server list! The "Delete World" button needs to do just that, then take us back to the main menu (not server list).
I sincerely hope this is fixed soon, it's getting super annoying having to go through and delete all these Hardcore Game Over worlds over and over and over and over...
Please re-open this issue. It has reappeared in Minecraft 1.7.4 on Windows 7, rendering it frustratingly unplayable for my speed-run attempts. I don't think this is a duplicate of chunk-loading errors either; it's a completely different symptom. Nobody would look for "chunk loading errors" if block-breaking is the actual problem. I can upload video evidence if the devs need proof.
For some reason,
MC-41197is listed as a duplicate of this issue (blocks break, then re-appear). And that one's listed as "Resolved", but it is happening to me again in release 1.7.4, in Windows 7. It's consistent and ruins my attempts at a hardcore speed-run, so I had to go back to 1.7.2 for the time being.I'm really not sure this issue and
MC-41197should be counted as the same; nobody without programming knowledge would look for this issue, if their symptom is blocks breaking, then un-breaking. This made it hard for me to attempt reporting the issue.Thanks.
Confirmed for 1.7.2 and 1.7.4 as well, albeit with other strange behaviors and links since the update (see
MC-30646).Not resolved, it still happens...
@Neospector, there are plenty of ways to increase difficulty without going "Let's make other zombies appear out of thin air!" What next, creepers appearing on your head? There are things you don't do because they make no sense and just add "artificial" difficulty due to unfairness. This is one of them.
And as you can see in my video, the zombie doesn't even have to die for it to happen. And it appeared in my hit-box, causing me to die. This happens quite often. Are we really supposed to pretend Zombies acquired and effectively use teleportation technology? Why not skeletons and creepers too then? Just have all the enemies appear right in our faces because "Difficulty".
They could take a page out of Coros's book with Zombie Awareness mod, and the Hostile Worlds mod. http://www.coros.us/mods/
Swarming behavior, increased spawn rate (but NOT random in-your-face, just multiple zombies at single point), aggression increase based on your actions, more direct tracking behavior. Then with Hostile Worlds, digger zombies dig to your location or home base, with helmeted invaders following with super-aggressive behavior and always attacking in a unified group.
THAT is how you increase difficulty. Not "Suddenly, zombie on your head!" That's like increasing the difficulty of an obstacle course by occasionally going up to the contestant and punching them in the face, instead of making more cerebral or slippery obstacles. That's just crazy and stupid. Period.
Video clip, it plays out with almost comedic timing, lol!
http://www.youtube.com/watch?v=hZZe7kJ8fpU
Such a strangely crippling bug, considering the nature of the updates. I hope it doesn't give the devs TOO much of a headache. Good luck, guys and gals! Meanwhile, back to 1.7.2 for me (still broken as well, due to the social zombie "feature", but that's another story...)
Please vote this bug report up, folks. The devs need to realize how game-killing this issue really is!
This is so long-standing, and it still hasn't even been assigned yet? Sheesh...
In case it helps any, the "burp" sound effect usually plays when the second item is consumed. So this seems like it's an intended function. Yet, why have such a terrible idea built into the game? (Oh right, they also thought that random zombies spawning in your face was a great idea too...)
With normal food this isn't always an issue, but with golden apples or if you're on a hunger budget? Very much!
I think it's just a side-effect of how zombie villagers are designed. If you look at the texture of zombie villagers, it's just a regular zombie with a big "hat layer" of a villager's face on top. Resulting in big heads. The tiny zombie meanwhile is wearing a tiny version of the mask/hat, but it's still rather large due to its very nature as a "hat layer."
It could still probably use some tweaking to shrink it, but that might require mesh editing which would complicate things.
This is probably related to
MC-2618where the dogs appear to be standing (but are still in sit-mode) after you take damage nearby. This happened to me in one of my 1.5 versions. It seems like the pets can't decide between their two behaviors of "I've been told to sit" and "I'm supposed to help you!" so they get stuck somewhere in-between.Unable to confirm if this is still happening in current release or not since I'm only doing speed-runs.
Well, this is happening in offline play too in my case, so I dunno about "server lag." SOME blocks drop pick-ups in Creative, or at least did in 1.6 (grass sometimes dropping seeds, and sugar cane, I think?).
I'm a bit frustrated that they decided to release this update, RIGHT before heading off to Christmas break. @_@ That's probably why this hasn't been addressed by now. Not the best decision, if you ask me. They should've waited till after their break, so they could be here to deal with the bugs that inevitably show up on updates. Silly devs. ;P
Still an issue in 1.7.2, creating lots of frustration and futile button-mashing whenever encountering spiders. Can't test for 1.7.4 cuz it's so broken I just can't stand to use it anymore.
This might be a different case of the same problem (at least in summary)... but, I've replaced the wolf sounds with renamed sound files (in a resource pack), yet the original sounds are still the only ones playing. Minecraft 1.7.2, Windows 7 64 bit.
In other words, I put different sound files in, deleted the originals, and renamed the sounds the exact same as the originals. bark1.ogg, bark2.ogg, etc.. Yet when I go into the game, it only plays the ORIGINAL sound effects, the ones I deleted.
My resource pack is highest on the list (with Default second). Everything else is replaced properly (textures, title screen text, etc). But not the sounds. (I even renamed the folder "sounds" from "sound", tried different directory structures, everything I could think of. Am I missing something?
I had previously overwritten audio files with my resource pack just fine. So could it be a problem with the launcher and what it does with the files in terms of overwriting vs leaving alone?
Not sure if I'm doing something wrong or not, but my resource pack sounds (which used to work back when the 1.6's were new) no longer overwrite the original game sounds now that the new launcher is out. Tried in versions 1.7.4, 1.7.2, and the 1.6's. I DID rename "sound" to "sounds" folder.
All I did was import new .ogg files and rename them to the original filenames for wolf sounds in the wolf's sounds directory. bark1.ogg, etc (to make them meow like a cat instead).
The resource pack is loaded, and is higher on the list with Default down below it.
Could the new launcher be re-ordering priorities and overwriting the sounds with the defaults? Or is the customized sound directory being ignored altogether?
Still an issue in 1.7.10, confirmed. Also as Marios said, sometimes both the lead AND the mob you have tied to the fence post disappear! I had a named cow tied to a post, died, and returned to see the lead rope invisible, but the cow still acted tethered (didn't wander beyond the boundaries) and the rope was still tied around the fence post.
A while later, I'm not sure if I died again or not, but I came back again, and the lead and cow were gone entirely. I searched the whole area to see if he'd gotten loose, but no named cow was anywhere in my fenced-in yard.
R.I.P Crafty the Bull... killed by glitch.
Not sure if this is related or not, but in 1.7.10 release, I had a named cow tied to a fence post, and eventually it disappeared. I was not holding the lead, but it was tethered. Real bummer.
Happening in a New single-player World on 1.8 pre-2 as well. Block lag, general lag, and the message in the background that it "can't keep up" and is skipping ticks.
Still present in the new 1.8 release. This happened during caving on SMP (vanilla, ultra hardcore rules). It kept changing the entity number.
[11:14:17] [Client thread/ERROR]: Item entity 383467 has no item?!
[11:14:17] [Client thread/ERROR]: Item entity 383467 has no item?!
[11:14:17] [Client thread/ERROR]: Item entity 383467 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:26:28] [Client thread/ERROR]: Item entity 405090 has no item?!
[11:32:08] [Client thread/ERROR]: Item entity 414574 has no item?!
[11:32:08] [Client thread/ERROR]: Item entity 414574 has no item?!
[11:32:08] [Client thread/ERROR]: Item entity 414574 has no item?!
[11:36:08] [Client thread/ERROR]: Item entity 425054 has no item?!
[11:36:08] [Client thread/ERROR]: Item entity 425054 has no item?!
[11:36:08] [Client thread/ERROR]: Item entity 425054 has no item?!
[11:47:20] [Client thread/ERROR]: Item entity 450031 has no item?!
[11:47:20] [Client thread/ERROR]: Item entity 450031 has no item?!
[11:58:13] [Client thread/ERROR]: Item entity 476488 has no item?!
[11:58:13] [Client thread/ERROR]: Item entity 476488 has no item?!
[11:58:13] [Client thread/ERROR]: Item entity 476488 has no item?!
[11:58:13] [Client thread/ERROR]: Item entity 476488 has no item?!
[12:07:56] [Client thread/INFO]: [CHAT] [name] was blown up by Creeper
[12:15:50] [Client thread/INFO]: Connecting to [ip]
[12:18:31] [Client thread/ERROR]: Item entity 12483 has no item?!
[12:18:31] [Client thread/ERROR]: Item entity 12483 has no item?!
[12:18:31] [Client thread/ERROR]: Item entity 12483 has no item?!
Still present in release version 1.8.
I've noticed that this error seems to coincide with breaking of blocks. I wonder if the wrong items are coming out when blocks are broken. I've reported another error, where I noticed the coincidence: https://bugs.mojang.com/browse/MC-71837
Broken wheat briefly showed up as smooth stone. And the errors contained here happened around the same time. Perhaps it's not always visually possible to see the bug happening, but maybe the errors contained here (
MC-11834) are being thrown BECAUSE of the bug contained inMC-71837.Just a guess.
Ahh sorry, multiplayer on a server, no mods.
Vanilla server.
A similar occurrence I reported was breaking wheat changing into a smooth stone for a split second sometimes, on Survival Multiplayer on a vanilla server.
I wonder, does anyone else have
MC-11834happening around the time this happens to them (the "has no item" error)? Could the two be connected? It seemed to coincide for me.This problem existed a long time ago, then seemed fixed... but has now returned. It's doing the same behavior for me on a friend's server; our fenced-in Iron Golems are all just wandering gradually into one corner.
This happens to me and several friends on a server as well. I'll pillar up a tower of gravel, then shovel my way back down over and over to harvest flint. But sometimes my character will just start sliding sideways, as if being gently pushed, until I fall off (and sometimes die). Unless there's some strong wind mechanic that's never been mentioned when you get to a high altitude, it's really weird and messes things up.
Aww, that's not really resolving it though, that's putting a band-aid on it. Having to manually delete the worlds is needlessly cumbersome. Why couldn't the button instead do what it said it would do, instead of being re-labeled to leave us with additional inconvenience?
Wow... This is STILL not even assigned (considered low priority too...
), & the fix MIGHT even be relatively simple?
Is it an issue of the mob being unable to perceive properly first, in order to then follow? Or is the follow property just plain not adding itself onto the mobs correctly?
Could Insane96MCP be onto something, maybe?
Even if it WAS a bug, I'd like to have it back; it makes it seem the Creeper's trying to flank you, & also it helps it not just walk into your sword repeatedly, making it a little more challenging to kill it (smarter behavior).
Present in 1.20.1. I sorely miss the horses being more expressive.
They feel so much less alive & substantial. It really lowers the quality of life in my game.
Could a developer building the structure have accidentally opened a chest, thus locking in the contents? And maybe both Java & Bedrock use the same structure file (or it was faithfully duplicated), thus why both versions have this characteristic?