If it's a problem that's been reported already, then it is a duplicate. Duplicates are marked as resolved and pointed to the issue report they are duplicating. Now, if that issue has been marked resolved and is still occurring for you, make a comment in that issue report stating as such instead of opening a new issue.
This quirk has been around for some time now. The usual way of doing it is with a piston clock, though. None of the "duplicated" blocks are actually present, as evidenced by them disappearing when the world is reloaded. I'm sure there's an issue report on this somewhere already.
In this case, the source blocks are only present at the top of the hole, meaning that there's nothing below to create additional source blocks. The upper layer is not trying to fill the center because the existing water paths are treated as drops in elevation, therefore they won't try to take the new path. Placing a block under one of the central source blocks should cause it to fill the center.
My Verdict: Works as Intended.
Normally a screenshot of the error report won't do, but this one shows that your graphics drivers don't have the proper OpenGL support to run the game and need to be updated. Make sure to update from the graphics manufacturer's website, not from Windows Update or another driver update service, as those tend to not have complete support for OpenGL. More details are on the support site linked by the bot. (Select "Minecraft", then "Minecraft Troubleshooting", then "Updating video card drivers".)
Are you in first-person mode? It's normal to only see your dominant hand when in first person mode, unless holding certain items in your off hand.
If you're in one of the Third-Person views, it could be a problem with your skin. Try switching to one of the default skins and see if the issue is still occurring. Attaching a screenshot and a debug crash log (hold F3+C for a few seconds) will help narrow down potential causes.
@Megan Lee: In your case, it looks like it's not using the Nvidia hardware to render the game, for some reason. The part that's having trouble is the drivers for your CPU's integrated graphics. Try updating the Intel graphics drivers to see if that solves the problem.
@Allyson Gillespe: Same cause as Megan's, the Intel graphics drivers are having problems with the game. Updating those may help this problem. If it doesn't, you may need to wait until Intel releases a new update for your chip.
The green villagers were never fully implemented anyway, so maybe they've finally just removed them without mentioning it yet?
My understanding is that the locking feature was designed primarily for Adventure Maps, where players would not be able to break the chest without a properly created (as in, spawned with the suitable CanDestroy tags, not manually crafted) tool.
That being said, I can see how this would cause problems for people using this for SMP servers. As an alternative, you can simply use Ender Chests for secure storage of individual player items, though this still leaves sharable locked chests vulnerable, and you don't get the benefit of Large chests.
Could go either way, as far as being intended behavior is concerned.
Okay, did some more testing, and it seems that there are some differences in the calculations used between chunk generation and bonemeal use, enough that while one flower type may have been in a spot originally, the bonemeal may produce a different suitable flower in that same spot, but seems to always produce that same flower type on subsequent applications or at different y positions with the same x and z position.
Tested by placing a grass block on top of a flower, applying bonemeal to the new grass block, breaking any tall grass that grew and repeating until a flower grew, placing a grass block on top of this new flower, repeat. Sometimes the first new flower was different from the original flower, but all subsequent new flowers matched each other.
The fact that it does give the same flower type in the same spot may or may not be a bug, in light of these tests.
Based on my testing, the biomes that support the new flowers have areas within them that will produce certain flowers within that area (probably calculated similarly to how different areas in swamps have different shades of green, even if they don't transition between swampland and swampland M biomes). These calculations seem to be independent of the Y coordinate of the block, probably to facilitate Superflat and AMPLIFIED world types.
Now, when bonemeal is applied to a spot, random non-covered grass blocks within range of the spot will try to grow either 1-block-tall grass or a flower based on whatever type(s) of flower(s) was/were calculated to be growable there. So if a block originally had, say, an Azure Bluet on it, there is a good chance that that will grow there in the future. Also, since the Y coordinate doesn't seem to be a factor, all blocks vertically along that line should produce the same types of flowers.
All in all, this issue seems to be lack of clarity about the game mechanics rather than an actual bug.
I don't think this is a Minecraft problem, as this is something that either the OS, the Drivers, or the sound library the game is using (paulscode?) should handle. I'm leaning towards the sound library, myself.
This is not a forum. This is a place to give detailed bug reports to the developers so they can fix specific bugs.
Also, this is a tech support issue, which is not handled here. (Bugs are specific things ranging from cosmetic errors to crashes. Tech support is for individuals having trouble running the game on their particular setup.)
I can confirm. Please see attached crash log. Further attempts to open the affected world crash with the same error.
Sounds like a mouse issue. Whether it's your mouse in particular or the input handling Minecraft is using, I can't tell for sure. I cannot reproduce it myself.
Does this happen consistently? Can you use your mouse in other applications while this is going on? Can you open your inventory, the menu, or the chat box?
I don't see any difference based on my activities in 1.6 or 1.7. Also note that the quality of food affects how long it lasts. A mushroom stew will last longer than a slice of melon when you fill up your bar with them.
On a side note, while I appreciate humor in many settings, I don't feel that this is a place for it. Bug reports need to be clear and concise in order for the devs to figure out what to fix. I'd say save it for the forums and in game.
This appears to be fixed as of 13w36a, judging by Mog's comments on MC-30686. Testing showed that all tree types except 2x2 Jungle trees can grow adjacent to another tree. The 2x2 jungle trees may possible as well, I just haven't had any luck with them yet.
Edit: Further testing has shown that the 2x2 jungle trees are possible, though the result is a bit odd looking since the wood blocks will not replace any vines on the side of the existing tree(s)...
Sounds like a tech support issue more than a bug. Are you able to run any other OpenGL games without problems?
Your most likely culprit is either your processor overheating to the point of the motherboard's thermal protection kicking in, or your video card may be overtaxing your power supply once minecraft gets a large amount of stuff to think about drawing.
Check that your processor's heat sink is clean, seated properly on the processor, and the fan spins freely.
Check your power supply's current capabilities (there is usually a chart or list on the label of the supply) against the requirements for your graphics card (this can usually be found on the card manufacturer's website). Many high-end cards require significant amounts of current, particularly on the +12V line. Obviously this does not apply to laptops and all-in-ones, because these factors are accounted for in the design process.
For more information, check with tech support, as this ticket will probably be resolved as invalid soon (if not while I was typing all this.)
There is still something going on, as the filtering does improve the problem, but doesn't eliminate it completely. In other words, the higher the filtering, the farther away the glitch appears, but it is gone completely if mipmaps are not used, regardless of filter setting.
I think the problem would be lessened if the mipmaps for rails were set up better, such as with more transparency so the blocks underneath the rails would show around the edges, instead of the sudden jump to a flat grey that they show now.
Hmm. Now when I go under the ice and look up through the water, there are similar glitches visible at certain angles on various blocks. I haven't figured out the pattern yet, but I'll probably open a new issue once I do...
Not sure why it's giving an OpenAL error, but the Java (Not JavaScript, as they are completely separate things, despite the similar names) error points to the same problem lots of Intel Graphics users are having, which is caused by outdated drivers.