mojira.dev

Badprenup

Assigned

No issues.

Reported

MC-19966 Fully grown pumpkin stems attach to pumpkin, even if another stem is already attached Fixed MC-4127 Erratic Level Cost When Combining Enchantments Duplicate

Comments

It appears this functionality is in the game as of 1.13. Resolution could be adjusted to reflect implementation

Same thing happening to me. Unmodded client. I thought it was because I was autokilling Guardians with a Command Block and clogging my world with their items but that doesn't appear to be the issue.

Also occurs on the 1.10 pre-release

Still happens in 1.9.4.

This also can happen to pretty much every mob, perhaps the issue should be expanded to reflect that.

I can confirm this. pre-1.8, Windows 7 x64, Java 7.

Occurs in version 14w32a

I'm having the same issue in 14w31a. Windows 7 Home Premium 64 bit, Java 7 Update 65 (x64) (build 1.7.0_65-b20)

Adding crash dump log

Can also confirm. Specs and settings follow

Settings
1GB RAM allocated
http://i.imgur.com/eP4Irtl.png

Specs
Windows 7 Home Premium x64
Java 7v51
8GB RAM
AMD FX 8320 8 core CPU (3.5GHz)
Radeon HD 6950

From what I can gather, this has something to do with the chunk loading process. Turning my Render Distance down seems to alleviate the problem. The issue occurs regardless of VSync , Particle, VBO, Lighting, and Graphics settings, basically all settings in general besides Render Distance. Apparently the OpenGL setting is not in the options menu this build (or I cannot find it), but changing the options via the text file seems to work.

Just checked something else in 14w11b. It doesn't have to do with whether or not they have armor or not from what I have seen. It seems to only happen if the Horse is tamed, as I can climb on top of it, tame it, then exit while riding it and it will be gone when I come back to the world. So from what I can see, it happens if the Horse is tamed and the player is riding it.

Confirmed in 14w11b

Seed: 1862912693748316840
X/Y/Z: 720/64/-638

Attaching Image showing this info.

I think I have a good idea of what one of the factors is to cause this. As people have mentioned, the effect is more apparent the closer you cast to yourself. I'm fairly certain that it has to do with the code that causes the Lure to raise to the surface.

I'm not familiar with the code, but it looks like the game tries to raise Lure by twice the depth that it sinks when you cast it initially. This is a negligible amount when you cast a great distance away, as most of the force is directed horizontally rather than down, so the Lure doesn't go as far below the surface.

But when you cast from right off the edge of a block and look straight down, the Lure goes about 2 blocks underwater before rising 2 blocks above the water. So I think the code for deciding how deep the Lure went is the culprit.

Edit: Further evidence of this is if you go underwater and cast your Fishing Rod straight upwards. It will raise upwards about 2 blocks, then settle about 2 blocks below the surface, so it looks like in that case the game thinks it went 2 blocks above the surface and compensates by lowering it, while hitting the bug that double the number of blocks it should correct it by.

Confirmed open in 1.6.2