mojira.dev

Alexis Evelyn

Assigned

No issues.

Reported

MC-188091 Bee Tags such as AngerTime and AngryAt do not retain values set by commands such as /data Won't Fix MC-187594 Custom Dimension Loading is Now Broken No Matter The Settings Duplicate MC-186357 I have to run reload to use datapacks with commands. Duplicate MC-185564 Cannot add 2 dimensions that are flat worlds. Causes crash Duplicate MC-181879 Redstone Signal just stops when crossing a block right next to a structure block. Invalid MC-181041 Debug Screen Overlays Chat Duplicate

Comments

Can confirm for 1.16 Release Candidate 1. It's the vertical transmission tower causing the lag.

I personally see this as intended behavior. Everything in the game other than bedrock and end portal frames (ignoring op only blocks such as barriers), can be mined. The game would have to track the y level of every pillar as it can't base it on something like endstone location since that can be removed.

While it is possible to track it the same way that structures are stored for mob spawning, I don't really see a need to force them to generate in the island itself as opposed to y level 1. Perhaps a lore reason can be described as to why the pillars have to generate the way the reporter suggested.

Voodoo's Apiarist Data Pack is actually how I found out about the changes to bees. I had also modified my copy of the datapack to use the new commands only to find out this bug exists.

Can confirm @Austin, the level tag I was looking for (and was showing as in error in pre-6), is what you posted here.

Don't remove the ability to trap vexes. I'm trying to create a zoo of every mob in the game (with the exception of the ender dragon as I don't know how to trap her or transport her to the overworld). I just found out that you can trap vexes with boats too.

 

P.s. As for wandering traders, I removed the ability for them to despawn with a datapack, so they are a simple option for capturing in my survival world. The wither, I can just use bedrock to trap one for my zoo.

Can confirm, the trader llama's despawndelay is active even when it's not supposed to be. This occurs with eggs too (and it shouldn't because it's an egg). Setting the delay to 0 causes instant despawn instead of the permanent spawn like it does for the trader. This bug occurs in 1.16 pre-2.

Well, this explains why my first llama didn't despawn, but the ones I've collected today are despawning. I thought it was intentional to allow the player to keep trader llamas when they were separated from the trader. Welp, off to write a datapack to revert this bug fix.

Edit: It turns out you cannot make a trader llama undespawnable even with commands. Setting the timer to 0 makes it despawn instantly and setting it to a high value still has a countdown. Looks like the only workaround is to use the schedule command and a high tick value to repeatedly up the despawn delay of the llamas. The traders themselves work fine though.

Can confirm, this is still an issue for 1.16 pre-2. I spent a few hours pouring over nbt data trying to figure out why my outpost wasn't working and weeded it out to world type. Also, I tried a superflat preset explicitely telling the game to generate the outposts to find out it didn't work anyway.

Can confirm. Originally I thought it was a datapack that caused this, but I loaded up a world without any datapacks (and I don't have any global datapacks), and the whole netherite set, armor and tools shows up in the crafting table.

 

I tested this by running 

/recipe give @s *

It is possible to get custom dimensions working through the datapack method. I got both my glass dimension for my redstone testing world working in datapack form as well as the cave dimension for my survival world. Granted, I had to edit out the nbt from the level.dat for the registered dimensions, but the same world gets loaded from previous snapshots and providing you keep the seed consistent, it generates the same way past the furthest generated chunks. If needed, I can provide a worldgen.json for both of these worlds as well as the bare datapacks that work in Pre-release 2. I did base my datapacks off of the custom:lol dimension released on Twitter.

I cannot confirm this issue. Can you please edit the post with the link you tried?

Mac OSX - Macbook Air Catalina - Version 10.15.4 (19E287)

Ram - 1600 MHz DDR3 - Part # 0x483943434E4E4E424C54424C41522D4E5444

GPU - Internal - Intel HD Graphics 6000

CPU - Dual-Core Intel Core i5

 

Problems are drastically reduced fps as well as permanent clouds that cannot be removed without restarting the game completely. This occurs on both fancy and fast when switching to off. The clouds move with the cursor as I'm moving my camera around. The clouds are even visible in the void, nether, and end. This also occurs with custom dimensions made using the experimental world settings from worldgen.json. The clouds however do not show up through blocks like they do on the original report. I have not tested entities though.

 

More Info

Ram - 

Memory Slots: 

  ECC: Disabled

  Upgradeable Memory: No

 

BANK 0/DIMM0:

  Size: 4 GB

  Type: DDR3

  Speed: 1600 MHz

  Status: OK

  Manufacturer: 0x80AD

  Part Number: 0x483943434E4E4E424C54424C41522D4E5444

  Serial Number: -

 

BANK 1/DIMM0:

  Size: 4 GB

  Type: DDR3

  Speed: 1600 MHz

  Status: OK

  Manufacturer: 0x80AD

  Part Number: 0x483943434E4E4E424C54424C41522D4E5444

  Serial Number: -

 

GPU - 

  Chipset Model: Intel HD Graphics 6000

  Type: GPU

  Bus: Built-In

  VRAM (Dynamic, Max): 1536 MB

  Vendor: Intel

  Device ID: 0x1626

  Revision ID: 0x0009

  Metal: Supported, feature set macOS GPUFamily1 v4

  Displays:

Color LCD:

  Display Type: LCD

  Resolution: 1440 x 900 (Widescreen eXtended Graphics Array Plus)

  UI Looks like: 1440 x 900

  Framebuffer Depth: 24-Bit Color (ARGB8888)

  Main Display: Yes

  Mirror: Off

  Online: Yes

 

CPU and General - 

Hardware Overview:

  Model Name: MacBook Air

  Model Identifier: MacBookAir7,2

  Processor Name: Dual-Core Intel Core i5

  Processor Speed: 1.8 GHz

  Number of Processors: 1

  Total Number of Cores: 2

  L2 Cache (per Core): 256 KB

  L3 Cache: 3 MB

  Hyper-Threading Technology: Enabled

  Memory: 8 GB

  Boot ROM Version: 193.0.0.0.0

  SMC Version (system): 2.27f2

  Automatically Adjust Brightness: No

  Connection Type: Internal

Quasi Connectivity used to be considered a bug, but so many people use it that it's now considered a feature. It's a well documented bug, so anyone with decent redstone knowledge can help you work around Quasi Connectivity. This bug is consistent so it'll always work the same way every time.

This is potentially a duplicate of 

  1. MC-186075

 

This is potentially a duplicate of 

  1. MC-186075

Hmmm. That bug may be older than 20w22a. I've seen a bastion chest with nothing in it a few versions ago. I don't remember which version it was, but I just assumed bad luck. This was around the time when I discovered that loot is not based on the seed, so I'd say it was probably 20w17a?

 

Edit: Either way, the chest generates random loot each time you open it fresh. You can test that by backing up a world right before opening a loot chest and restoring the backup each time you check the loot.

Can confirm, during 20w21a I was getting 60 fps. Now I get 10 fps and if lucky 15 fps.

I mean, we can argue that the soul fire burns hotter than regular fire and therefore could burn the player dealing more hearts of damage than a regular fire would. This would in turn also allow the fire to have an excuse for burning blue.

Maybe souls are a fuel source for the fire and stepping in the fire gets your soaked/covered in that fuel source?

Either way, realism or not, potentially a lot of people including myself would like to see the player burn in blue as we step in a blue flame.

This makes it have a nicer color to the player burning animation as well as matching up the color to the fire we stepped in.

What specifically happened in your hardcore world? Can you provide a description of the bug(s) and potentially screenshots and/or a video of the bug(s)' occuring?