21w14a
Also sometimes creates lag when crossing chunk borders.
Happens more consistently after /kill if having flown away from spawn or when in nether or end, almost never just right after having created world.
Reloging sometimes fixes, sometimes not, sometimes only fixes chunk you are in and crossing chunk border brings it back.
Altered biome featuers seems to work as intended, and ive changed a few things independantly.
One time every biome showed as ocean rather than null.
Nevermind, probably duplicate of MC-214808 as someone mentioned on the dark chunk issue.
21w14a
21w13a
[media]1.16.3
1.15
I think it would be preferable to not have any fog at all in the instanses it would be flat?
The problem is that they dont fall low enugh to start taking damage, or in getting stuck they dont just fly up again. They turn compleatly stationary, like the ai doesnt know what to do? The problem is, in a skyblock world, or potentially in the End, a bunch of mobs getting stuck and not despawning? They dont seem to fall more than 5 blocks in to the void before getting stuck, so they arent vary difficoult to get rid of (or save if you have acces to commands) if you know where they are, but they can also travel really far before getting stuck so they may become difficult to find?
If you make a void superflat preset, then spawn a bee above the void from an egg, or by growing a tree with a hive, and the bee flyes a few blocks down in the void, it will stop flapping and become motionless and horisontal, like it is resting on the ground, and it will be compleatly stuck, except turning towards you if you hold a flower but still not move anywhere. If you telleport that bee up, it will stay frozen for a while before becoming active again and behave naturaly.
If you teleport a bee that is not in the void down to the void, but not far enugh to take damage, it will just fly upwards realy fast, and not be stuck in the same way.
The hight of y is only used if no spawnable blocks are found. If a spawnable block is found at any hight that block is used to respawn the player on. If no spawnable block is found it also only respawns you at the exact x and z of worldspawn. /setworldspawn can alter the y. Tested now in 1.14.1
This is still broken in previously mentioned usecases, such as buffet presets, as well as changes in the world by the player. Y is to be used in order to create a prefferense for the game when respawning in case of buffet presets and mapmaking?
1.14 pre-5
From new world, in survival, never entering creative, but with commands enabled to get endportal and resourses to kill dragon. No arrows or projectiles used, just booped a bit with swords while it was at back portal before it bugged. Maybe workes fine untill any type of damage?
edit: also tested later; Made world with commands enabled, made endportal block and resourses to fight dragon, then recreated world with survival and with commands not enabled, moved overworld region files from former world lo later world. Still same bug. You would need to do a compleat survival run to do better test?
Also, reloging made it work again as well as reseting its health, buged again after dealing it damage. Was in end at relog, saw it warp from previous buged location to another location halfway acruss end island before flying around and starting to work as normal again.
1.14 pre2.
Generaly not updating states?
Stuck in "random flying around mode", then after a while also not picking a new location and flying in small circle-eights after having previously flown around, both for an extended period of time of about 3/4 of bossbar of booping with bow pointed on one point in sky, untill killed. Reloging will fix the dragon but it may becomed bugged again after some time.
19w12b
If render distance is 9 or lower the Ender Dragon and the Exit End Portal does not spawn. When render distance is set to 10 or 11, both dragon and portal spawn (has slow computer could not realy test higher).
[Usualy play at 5-8 render distance, so thought at first it may be an issue of chunks lot being loaded messing with stuff, so ran around loading chunks and standing still letting computar catch up, but just going from a render distance of 9 up to 10 almost instantly spawns them, so seems to be the only differense.]
In 1.13.1
Tried from fresh extraction.
Yes, the textures, in this the pre8 version, if named correctly and with the correct file path, will apply correctly, everything works fine with that. And the textures i used, and the file path i used, were from pre8.
Its in the "MCMETA-fil" file, called "pack", that has a short 'code line thing' that gives the resours pack its name within minecraft and has a number in it that tells minecraft what version its for, its if this number does not match the game version, the game will then ask if you still want to use that resourspack and if you click yes it should apply whatever it can in there, but in this version it simply refuses to apply the resours pack at all if it has the wrong version number. I used the same resours pack with the same textures, just changing that one number will change it from working to not working.
in 1.12-pre1
1.11.2
This seems to be the endpoint of elytra not deploying so:
Only encountered this issue just now from strolling around a really hilly custom preset world. Even after about 10-20 presses of the spacebar, the elytra would not deploy, only 2-3 times have it deployed mid air after not working the first time. In creative it would be a 50/50 of just falling or going into creative_flying.
Can 'toggle' it fairly consistently between working and not working, by changing render distance between really short and really far. It feels just like how sprint can toggle back and forth randomly on servers with a lot of ping, just that this is on singleplayer.
Seen in 1.9 for achievement.bakeCake
Just klick and drag increments by 1, shift-klick by 2.
Accessibility in continuously used survival world VS challenge in 'roguelike' playing. Changeable property in custom world?
21w15a both with caves and cliffs datapack, and without the datapack.