@Robified The Optimize World button and the forceUpgrade startup option do the same thing: they upgrade all chunks in one go.
Otherwise chunks will be upgraded to the latest format as they get loaded - which takes a brief moment but causes a little stutter nonetheless. And you never really know when everything is up to date unless you run around systematically to load all stale chunks. It's therefore better to force the upgrade / optimize the world offline so that your entire world is stored in the latest format and chunks can be loaded straightaway while playing.
Also see What is the Optimize World option?
I retested my setup using snapshot 19w12a because of a change to glass blocks: they are solid blocks now (apparently since 18w46a, see MC-139394). The shulker gets pushed into the glass block and starts to take suffocation damage. It dies after 15 seconds.
The report is about pushing shulkers into non-solid blocks however, so not resolved.
The error reported here is only about placing blocks, but some other reports which are linked as duplicates to this report are about falling scaffolding blocks, e.g. MC-139388. Is it more related to MC-90523 perhaps?
The obvious options regarding falling scaffolding blocks are:
Keep current behavior, with scaffolding blocks floating and glitching until the below block is mined.
Possibly fix this and related issues with other falling blocks at some point.
Turn the falling scaffolding block into a solid/resting block one block above the reported blocks (end rods, stairs etc.).
Physically not very believable to do so for many of these blocks.
Drop the scaffolding block as item, like it does if it falls onto e.g. a torch.
This would prevent "forever" floating scaffolding blocks (is this a performance issue for clients or servers?).
The same behavior may or may not be desired for other blocks like sand falling onto a fence or wall, as reported in MC-90523 (some farm designs make use of floating sand IIRC, to catch/destroy projectiles or something like that)
There is an interesting variation to this: Try to push a non-solid full block like glass into a shulker. The glass block and the shulker will occupy the same space. It will try to teleport away, but if all nearby surfaces are blocked for teleporting by carpet, buttons etc. then it will stay in place. What is odd is that it won't take any suffocation damage, whereas with a solid block it would take damage and die after 15 seconds (tested with 18w32a snapshot):
[media][media]
Still in 18w32a:
[media]The scoreboard command is still not quoteable in 18w32a, the following is an error:
/scoreboard objectives add "custom:name" dummy
MC-135423 seems to have changed the behavior in 18w32a: you can push boats on land and water by carefully running against it. Because the boat height is lower than a block it's easy to walk on top of it, but if you move forwards and backwards it's possible to push it (or crouch, but then you will push it less). If you stand on a boat on water move to the corners of its hitbox, you can kind of surf with it - which is pretty fun.
Everything else seems to be unchanged.
You can not push boats in 18w31a, be it on land or on water. Snowballs don't move them either, also not if you hit a villager sitting in the boat. You can not push other villagers with a boat. You can move a boat with a fishing rod, but you can't move it if you catch a villager sitting the boat. A sword with knockback 2 as well as a bow with punch 2 instantly break boats and minecarts. Punching these vehicles with your hand or random items shakes them and eventually breaks and drops them as items, but they never move.
If you hit/push/pull a mob in a boat, nothing moves. This may work as intended. It would be illogical if you could knockback/punch/push a boat with a mob inside only, but not an empty boat. What doesn't quite make sense at the moment is the inability to move a boat with a fishing rod if you catch the mob sitting in it instead of the boat directly.
You can push vehicles with pistons, but you can't move the vehicle by pushing a mob sitting in there (one block above vehicle). If a fishing rod could move the boat my pulling the entity inside, then I would also make sense if you could push the entity with a piston in order to move the vehicle.
Possibly fixed. At least not a single generation failure of the Mansion in 20+ attempts using the 18w31a snapshot. The problem occurred quite infrequent however, so to be taken with a grain of salt.
In 18w31a snapshot I found an issue like this in a Woodland Mansion which is located on a lake.
Steps to reproduce:
Create a new creative world with seed: -5599346328227561486
/tp @p -13707 65 2809 50 15
Floor misses wood blocks, some of them should have carpet on them
I tried to reproduce above problem with the Woodland Mansion missing some chunks in 18w31a snapshot but the rare side was always completely generated. I did 10 attempts, with slight modifications to the steps like teleporting to the Mansion after step 7 directly, but all was good. The problem seems to be fixed, at least for the Mansion. I guess it was caused by MC-134667?
I also checked the inside briefly, and while overall generation looks fine, there were a few blocks missing in the floor:
[media]It's probably a different problem however, it looks very similar to the issues reported in MC-81467 (the Mansion spawns on a lake and there seem to be generation issues with structures over liquids).
Also happened a few times in 1.13-pre8 for me, but most of the time the mansion generates normally (using the same seed each time).
I tried really hard over hours, but couldn't find a way to reproduce this reliably. It appears to be happen randomly. MC-133380 was a false lead it seems.
I watched my own recording in which I captured a case of no mansion generating and tried to execute all actions again in the same order to see if the mansion would be missing again, but to no avail. Thus, I believe it is not caused by any player action, but is rather a timing issue, data race, something along these lines.
Video: https://www.youtube.com/watch?v=TCet3Es3EVk&t=670s (see full video description for more details)
Hard to tell if the root cause might be the same as in MC-96998. The locate command does not find a partially generated mansion even if you stand on it. Unfortunately, I did not run the locate command again when no mansion was generated in above video. I'm unsure but I might have done that in another attempt which I didn't record and that it still returned the same position, with nothing generated in that area. It would mean quite a difference in the symptoms, but could still be caused by a single bug in structure generation and chunk (un-)loading.
Not entirely sure if this is the exact same problem, but while I tried to find a reliable way to reproduce MC-109311 I found a Woodland Mansion to not fully generate. It misses one or two of the rear chunks over the entire width. I repeated the steps and it occurred each time, with the default 1 GB of allocated memory as well as 4 GB for JVM (-Xms4G -Xmx4G).
Specs:
Version: 1.13-pre8
Render distance: 12 chunks
60 FPS limit, V-Sync off
Windows 10 64bit, i7-6700K 4x4Ghz, Nvidia Geforce GTX 970, Samsung Evo 850 SSD
Java Version 8 Update 171 (build 1.8.0_171-b11)
Steps to reproduce:
Create a new creative world with seed: -5599346328227561486
F3+G for chunk borders
Double-tap space to fly
/locate Mansion
- it reports location -13744 ~ 2800
/tp -13521 124 2822
- this is a location slight more than 12 chunks away from the mansion
Slowly move in direction West (negative X) until a first part of the mansion becomes visible
Fly backwards (East) a few chunks so that the mansion disappears and wait ~5 seconds
/locate Mansion
- sometimes it reports the same location as previously, sometimes a location of another mansion is returned instead at this point.
Fly to the mansion in West direction and inspect the rear side
/locate Mansion
- the incomplete mansion you are at is definitely not recognized anymore
Can this tag be set via commands ingame, like /setblock?
It's definitely not available as property, /setblock 0 0 0 minecraft:glass[impermeable=false]
gives an error.
I also tried /setblock 0 0 0 minecraft:glass{impermeable:false
} which succeeded but no water is dripping through that block.
Vice versa, setting it to true does not remove water dripping from blocks like cobblestone with water above them.
The closing trade window is reported here: MC-154201 (likely a side effect of the fix for MC-152638).
Observed behavior in 1.14.3-pre4 regarding the trading level:
A villager spawned with level 0 or 1 loses the profession instantly, even if a workstation is next to him. In above case, place a cartography table in front of you, then spawn the cartographer. For a split second, the cartographer outfit is visible. Then it won't have a profession and therefore not trade with you (nods head). A few seconds later, it will turn into a cartographer because of the cartography table and trading will work. In both cases (level 0/1), the trading level is Novice and he offers an emerald for paper and an empty map for emeralds (the level makes no difference in trades).
If it is summoned with level 2 or higher, the cartographer profession & outfit is kept! It does not nod the head. Any attempt to trade with the villager will result in the mentioned UI glitch however (trade window closes immediately). Nonetheless, it is possible to see the offered trades by spamming RMB and the trades are indeed just the ones for the respective level (level 2: glass pane / ocean explorer map trades, level 3: compass / woodland mansion map trades etc.). After a few seconds, when the villager accepts the cartography table, the trading UI will work normally and the trades will be the same as before (only the two trades specific to the level he was spawned with).
Changing the level from 2 to 3 to 4 to 5:
... does change the trading level as displayed in the trading window (5 = Master), but it does not affect the offered trades. So there is no easy workaround to unlock all trades by progressively increasing the trading level via a command. The only way to spawn a villager with all trades unlocked seems to be through a command block with hardcoded prices, which is pretty disappointing.