I tried again to update the launcher and it always defaults to the skin you see is in mojang in the video I shared, not the one I upload to the launcher or to mojang or anything else
I tried that too
I have used the oficial launcher too to change the skin as seen in the video. it is defaulting no matter what I change to the one in the mojang site
I have the same problem since 1.16.200 and it is still in effect in the 1.16.201 hotfix. Even so, I hope to provide some information, I hope it is useful:
I have two computers (with quite discreet characteristics), the desktop one is the one that has this flickering problem, which prevents me from starting the game, on the other hand, the laptop (which is quite old) can open the game without problems and it works perfectly.
I read that it was possibly the version of Direct3D 11.2, I do not plan to point out anything or draw conclusions, but the laptop (in which the game works) has Direct3D 10. I publish this in order to provide information that I hope is useful, just that .
I add that the drivers are updated on both computers, so I don't think that's the problem.
Laptop:
[media][media]
Desktop:
[media][media]Yes that is correct, it keeps going when no armorers are working on it and it does not go away unless the world is restarted.
It keeps occurring even after restarting the game and this issue has being going on since i last updated the game.
I just threw the goddamn pearl to the portal and the game crashed and it doesn't load anymore, a f**** 40+ hour survival world..
Hey Anthony, was unable to find that mention in GenerikB's videos from 26/6/2013 and 27/6/2013, I must have missed it though as I'm not a native English speaker. Could you please give me the link and time stamp for it, I would be interested as after seeing my skull farm broken I do not want my witch farm to be destroyed by 1.7 and I'm going to start quite an active campaign to see bounding boxes stored as chunk data. I need the mention so I can be sure 1.7 is a major terrain re-working (Jeb didn't confirm it in the Dreamhack interview).
Hi Anthony, according to redditors some Nether Forts are completely gone. This is a problem with bounding boxes. Horses do spawn in previously generated chunks, just, as all other peaceful mobs they rarely spawn. I would like to see the bounding boxes stored into NBT data with the chunk or a similar solution. My problem is that I made a skull farm by hollowing a 17*16 chunk area in the Nether, so I'm losing hundreds of hours of work. Regeneration or deleteing chunks feels unconfortable (cheating).
Also, would like to note, that this is not at all like new additions only appearing in new generated world, your old world keep working the same. This is breaking something that we already had, and that will no longer work, or at least very badly in the next update, forcing yourself to go further to be able to enjoy it again.
This is still a concern in 13w25c. If mods can do something to give this some visibility would be great, it would be quite annoying if 1.6 launches with this, as they won't be able to fix it later. Also, the underlying problem is much bigger. Bounding boxes are not linked to the chunks, so witches' huts are also susceptible of suffering such problems. This should be fixed now to avoid present and future problems.
The following is result of experimentation:
The bug was introduced with the addition of chests to Nether Fort generation in 13w18a, and I can confirm it´s still happening in snapshot 13w22a.
The bounding boxes of Nether Forts are determined by the seed and the respective generation algorithm. Current Nether Forts are generated following beta 1.8 algorythm, but in 13w18a the algorythm changes so, as a general rule the bounding boxes are no more linked to the Nether Fort you see but to the Nether Forts that would have generated if the chunks weren´t already explored. As a general result you're unable to find any naturally spawned blaze or wither skeleton in old Nether Forts (except for lucky scenarios where old and new bounding boxes overlay), nor you´ll able to locate the new bounding boxes as they're basically untraceable without the new Nether Fort as a reference. Basically it forces you to explore new Nether which is quite annoying when you already have a 6000x6000 block area explored. Also to note this breaks nether fort mob farms, in which people usually invest hundreds of hours just to control the spawning.
I now explain the logic behind a possible fix, although I´m unable to provide actual code:
-Add an NBT tag to the chunk that stores which version was the chunk created in.
-If chunk was created pre-1.6 then use NetherFortGenAlgorythm from beta 1.8
-else use NetherFortGenAlgorythm from 13w18a
Hope this gets fixed soon.
I believe the aproximate issue here is that it is defaulting to the mojang page default skin, and no matter where I change it it still remains wihtout change