Still in 1.8.7
It's not always reproducable. If it isn't, try playing walking a few minutes and try again. It has nothing to do with orientation of stairs. It happens with blocks, and lately I also experienced it when placing ladders while climbing. I can reproduce, whenever I want, although sometimes I need to play for a few minutes.
https://www.youtube.com/watch?v=77dkxtap-l0&list=UUek3flso2pgg_QoptI57pJw
Heres proof that it still happens in 1.8.1 pre-3...
This issue still exists in 1.8.1 pre-3 and still affects ALL BLOCKS.
Why the title is still only alluding to repeaters and comparators is beyond me. I posted a video on july 23rd in this thread. Here it is again:
Just got it in 1.8 door looked closed but was opened. It's rare.
Yeah you tell 'em Ad!
I experienced this bug a few days ago on the 14w32d snapshot. My farmer got cloned, same trades unlocked.
Well... Okay. I respect that you have spend so much time on it, but what was the goal of all this? I don't even have to think of any coördinate while making maps in Minecraft. Unless I want to build my base at the middle of a map, that is. Was that your goal? So you could calculate where one can build his/her base with this new system?
Anyways I really hope they revert back to the old system or make some hybrid of the two systems. Now centering is impossible/hard, before 31a, alligning was hard. That's just dumb.
It's not random. I don't like it, but it is not random. I explained it twice now. Are you just ignoring it?
Looking at your graph, you seem to be understanding the situation, so what is the problem? How the zooming works is dependant on in which zoom0 square you stand, there is nothing wrong with it. Look at your zoom0 square for example. In your zoom 1 square fit four zoom 0 squares. If you would stand in another zoom 0 square, you would get a different result (which you can predict by looking at your own graph.
It isn't random, it's just the way the grids corners/borders are set up by the developers. All predetermined.
I don't really know what the problem is, still. I'll do your test.
Telported to your coordinates
,made a Z0 map
Went to the upperleft corner (your coordinates for UL are right)
Made a zoom 1 map. Yeah, the UL corner moved. The old UL corner of zoom 0, moved to the upper middle of the zoom 1 map.
And it will move at later zooms as well. probably (haven't tested)
Well, it does make perfect sense to me. I said the UL corner was at the same spot for coords 0,0 as your starting point.
Imagine a grid of zoom 1 maps. Each of the individual squares of the zoom 1 grid consists of 4 zoom 0 squares. So the UL corner of a zoom 0 map, may very well be the upper middle in a zoom 1 map (the upper middle is still the upper left corner of the upper RIGHT zoom 0 map).
Does this solve it for you or did I understand the problem wrong?
Just deleted an old comment of mine that seems to have incorrect information.
30c and before had hard to do alligning on higher zoom levels and also had proper centering
Grum fixed MC-66091, which stated that alligning on higher zoom levels didn't work (it did, it was just harder to do, needing some calculating work with coördinates)
By fixing that "bug", the centering feature was sacrificed for easier alligning.
Too bad, but after reviewing things again it appears to be working as intended. So this report is just a suggestion for a revert or, like Torabi said, make a new crafting recipe.
So, yeah... working as intended after all.
I don't really understand what your problem is with the numbers, but I'll try something:
-Opened a new world
-Created a zoom 0 map at 0,0,
-Went to the UL corner. UL is at -64, -64
-Zoomed out from here
-Zoom 1 UL is still at -64, -64
-Zoom 2 UL is still at -64, -64
-Same with zoom 3 and zoom 4...
The upper left corner of the zoom 0 map stays the upper left corner of a zoom 4 map.
If I were standing at coordinates 0,0, or 30, 50, and zoomed out from there I would still get the exact same zoom 4 map, if I would stand at -65, -65 however, I would get a totally different zoom 4 map, without any overlap, as it should be.
Try making a map wall of 4 zoom 1 or 2 maps, it's very easy now.
So no problem there. The main problem is that the old map generation is gone, where you stand will be the middle of the map. If you wanted to align four let's say zoom 3 maps in 14w30c, you had to do some calculating work to account for the overlapping of maps
Adam, you are really overcomplicating things. It works the same as zoom 0 maps now. Zoom 0 maps are aligned to a grid, zoom 2, 3 and 4 are as well. If let's say your base is standing at the top left corner of the grid, and make e.g. a zoom 3 map there, the area covered will only show the top left corner.
If you would go to the middle of the grid and make a zoom 3 map there, the area covered will be the middle. Your base will still be in the top left corner if you would travel there with your map in hand.
@qmagnet, Lol, yeah that may be because I opened that bug which was closed as a duplicate to some comparator bug. Only it clearly affects all blocks instead of just repeaters and comparators.
Well, what's happening is that Grum fixed a bug (36639) but created this one in the process. We need to have both: proper aligning AND proper centering. This was the case in 30a, although a bit tedious. But now a part of the map functionality is gone. I don't think Grum intended for this to happen.
Wiki article about it:
"Following the Pretty Scary Update, zoom-level 0 maps will not overlap—they are created with each center 128 blocks from each other center. Since the center-most map has an origin of 0,y,0, each zoom-level 0 map has an x-coordinate and z-coordinate which are each a multiple of 128. All maps created within 64 blocks of a particular pre-defined center will be identical.
Overlapping zoom-level 1 maps
Higher zoom-level maps can overlap one another because they can be crafted from zoom-level 0 maps that are centered only 128 blocks from each other. A zoom-level 1 map, for example, covers 256×256 blocks. So if you create a zoom-level 1 map from a zoom-level 0 map centered on (128,y,128)--which would cover a square bounded by the points (64,y,64)(192,y,64)(192,y,192)(64,y,192)the zoom-level 1 map will cover a square bounded by the points (0,y,0)(256,y,0)(256,y,256)(0,y,256). The zoom-level 0 map adjacent (to the east) would be centered at (256,y,128) and described by the four points (192,y,64)(320,y,64)(320,y,192)(192,y,192). A zoom-level 1 map crafted from this second zoom-level 0 map would be described by the points (128,y,0)(384,y,0)(384,y,256)(128,y,256). The left half of this second zoom-level 1 map will overlap the right half of the first zoom-level 1 map. The illustration on the right may help.
To keep zoom-level 1 maps from overlapping, ensure that each is built from a zoom-level zero with x- and z-coordinates that are multiples of 256. To keep zoom-level 2 maps from overlapping, build them from zoom-level 0 maps with x/z coordinates that are multiples of 512. Zoom-level 3 maps should only be crafted from zoom-level 0 maps centered on x/z coordinates that are multiples of 1024; and zoom-level 4 maps should be crafted from zoom-level 0 maps with x/z coordinates that are multiples of 2048.
Tip: Mark the center of maps by placing a sign labeled it with the map number, and light it up or mark it in some way so that it's easier to find again. Additionally, craft a duplicate map and place it in a frame at that spot. The map (or its duplicate) will display with a green pointer shown at the location of the item frame.
Tip: Surface lava pools make good landmarks as they show up as red dots on zoomed-out maps. The higher the zoom-level, however, the larger the pool must be before it shows up. You can, of course, make your own lava pool, just be sure it is open to the sky. To be safe, you can cover the lava pools with glass to keep players, mobs, and drops from falling in.
"
This bug is a result from the "fixing" of this "bug" MC-36639
Only THAT wasn't a bug... The player made a zoom0 map first (rightclicking directly after crafting a map) instead of making a zoom 3 (rightclicking after crafting a map, then zooming out times)
Bug 36639 was never supposed to be confirmed by Grum.
Still experiencing this. It's rare and seemingly random. Breeding never happens where my villagers are, but sometimes one of them just literally clones itself.
I had it happen with Golems as well, but I'm not too familiar with the spawning rules of them.